Merge pull request #3401 from FernandoS27/synchronization
Set of refactors for Kernel Synchronization and Hardware Constantsmaster
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// Copyright 2020 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <tuple>
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#include "common/common_types.h"
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namespace Core {
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namespace Hardware {
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// The below clock rate is based on Switch's clockspeed being widely known as 1.020GHz
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// The exact value used is of course unverified.
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constexpr u64 BASE_CLOCK_RATE = 1019215872; // Switch cpu frequency is 1020MHz un/docked
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constexpr u64 CNTFREQ = 19200000; // Switch's hardware clock speed
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constexpr u32 NUM_CPU_CORES = 4; // Number of CPU Cores
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} // namespace Hardware
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struct EmuThreadHandle {
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u32 host_handle;
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u32 guest_handle;
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u64 GetRaw() const {
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return (static_cast<u64>(host_handle) << 32) | guest_handle;
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}
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bool operator==(const EmuThreadHandle& rhs) const {
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return std::tie(host_handle, guest_handle) == std::tie(rhs.host_handle, rhs.guest_handle);
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}
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bool operator!=(const EmuThreadHandle& rhs) const {
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return !operator==(rhs);
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}
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static constexpr EmuThreadHandle InvalidHandle() {
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constexpr u32 invalid_handle = 0xFFFFFFFF;
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return {invalid_handle, invalid_handle};
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}
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};
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} // namespace Core
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// Copyright 2020 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "core/core.h"
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#include "core/hle/kernel/errors.h"
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#include "core/hle/kernel/handle_table.h"
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#include "core/hle/kernel/kernel.h"
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#include "core/hle/kernel/scheduler.h"
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#include "core/hle/kernel/synchronization.h"
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#include "core/hle/kernel/synchronization_object.h"
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#include "core/hle/kernel/thread.h"
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namespace Kernel {
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/// Default thread wakeup callback for WaitSynchronization
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static bool DefaultThreadWakeupCallback(ThreadWakeupReason reason, std::shared_ptr<Thread> thread,
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std::shared_ptr<SynchronizationObject> object,
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std::size_t index) {
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ASSERT(thread->GetStatus() == ThreadStatus::WaitSynch);
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if (reason == ThreadWakeupReason::Timeout) {
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thread->SetWaitSynchronizationResult(RESULT_TIMEOUT);
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return true;
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}
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ASSERT(reason == ThreadWakeupReason::Signal);
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thread->SetWaitSynchronizationResult(RESULT_SUCCESS);
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thread->SetWaitSynchronizationOutput(static_cast<u32>(index));
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return true;
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}
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Synchronization::Synchronization(Core::System& system) : system{system} {}
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void Synchronization::SignalObject(SynchronizationObject& obj) const {
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if (obj.IsSignaled()) {
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obj.WakeupAllWaitingThreads();
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}
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}
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std::pair<ResultCode, Handle> Synchronization::WaitFor(
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std::vector<std::shared_ptr<SynchronizationObject>>& sync_objects, s64 nano_seconds) {
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auto* const thread = system.CurrentScheduler().GetCurrentThread();
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// Find the first object that is acquirable in the provided list of objects
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const auto itr = std::find_if(sync_objects.begin(), sync_objects.end(),
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[thread](const std::shared_ptr<SynchronizationObject>& object) {
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return object->IsSignaled();
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});
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if (itr != sync_objects.end()) {
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// We found a ready object, acquire it and set the result value
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SynchronizationObject* object = itr->get();
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object->Acquire(thread);
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const u32 index = static_cast<s32>(std::distance(sync_objects.begin(), itr));
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return {RESULT_SUCCESS, index};
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}
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// No objects were ready to be acquired, prepare to suspend the thread.
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// If a timeout value of 0 was provided, just return the Timeout error code instead of
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// suspending the thread.
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if (nano_seconds == 0) {
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return {RESULT_TIMEOUT, InvalidHandle};
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}
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if (thread->IsSyncCancelled()) {
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thread->SetSyncCancelled(false);
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return {ERR_SYNCHRONIZATION_CANCELED, InvalidHandle};
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}
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for (auto& object : sync_objects) {
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object->AddWaitingThread(SharedFrom(thread));
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}
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thread->SetSynchronizationObjects(std::move(sync_objects));
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thread->SetStatus(ThreadStatus::WaitSynch);
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// Create an event to wake the thread up after the specified nanosecond delay has passed
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thread->WakeAfterDelay(nano_seconds);
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thread->SetWakeupCallback(DefaultThreadWakeupCallback);
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system.PrepareReschedule(thread->GetProcessorID());
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return {RESULT_TIMEOUT, InvalidHandle};
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}
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} // namespace Kernel
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// Copyright 2020 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include <utility>
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#include <vector>
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#include "core/hle/kernel/object.h"
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#include "core/hle/result.h"
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namespace Core {
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class System;
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} // namespace Core
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namespace Kernel {
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class SynchronizationObject;
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/**
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* The 'Synchronization' class is an interface for handling synchronization methods
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* used by Synchronization objects and synchronization SVCs. This centralizes processing of
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* such
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*/
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class Synchronization {
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public:
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explicit Synchronization(Core::System& system);
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/// Signals a synchronization object, waking up all its waiting threads
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void SignalObject(SynchronizationObject& obj) const;
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/// Tries to see if waiting for any of the sync_objects is necessary, if not
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/// it returns Success and the handle index of the signaled sync object. In
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/// case not, the current thread will be locked and wait for nano_seconds or
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/// for a synchronization object to signal.
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std::pair<ResultCode, Handle> WaitFor(
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std::vector<std::shared_ptr<SynchronizationObject>>& sync_objects, s64 nano_seconds);
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private:
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Core::System& system;
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};
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} // namespace Kernel
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