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https://github.com/yuzu-emu/yuzu-android.git
synced 2024-12-30 19:45:38 +00:00
scheduler: Add explanations for YieldWith and WithoutLoadBalancing
This commit is contained in:
parent
409dcf0e0a
commit
820d81b9a5
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@ -6,7 +6,6 @@
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#include <array>
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#include <array>
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#include <deque>
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#include <deque>
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#include <functional>
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#include <boost/range/algorithm_ext/erase.hpp>
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#include <boost/range/algorithm_ext/erase.hpp>
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namespace Common {
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namespace Common {
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@ -50,7 +49,8 @@ struct ThreadQueueList {
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return T();
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return T();
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}
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}
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T get_first_filter(std::function<bool(T)> filter) const {
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template <typename UnaryPredicate>
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T get_first_filter(UnaryPredicate filter) const {
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const Queue* cur = first;
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const Queue* cur = first;
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while (cur != nullptr) {
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while (cur != nullptr) {
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if (!cur->data.empty()) {
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if (!cur->data.empty()) {
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@ -9,6 +9,7 @@
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#include "common/logging/log.h"
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#include "common/logging/log.h"
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#include "core/arm/arm_interface.h"
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#include "core/arm/arm_interface.h"
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#include "core/core.h"
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#include "core/core.h"
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#include "core/core_cpu.h"
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#include "core/core_timing.h"
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#include "core/core_timing.h"
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#include "core/hle/kernel/kernel.h"
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#include "core/hle/kernel/kernel.h"
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#include "core/hle/kernel/process.h"
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#include "core/hle/kernel/process.h"
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@ -169,7 +170,7 @@ void Scheduler::UnscheduleThread(Thread* thread, u32 priority) {
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ready_queue.remove(priority, thread);
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ready_queue.remove(priority, thread);
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}
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}
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void Scheduler::RescheduleThread(Thread* thread, u32 priority) {
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void Scheduler::MoveThreadToBackOfPriorityQueue(Thread* thread, u32 priority) {
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std::lock_guard<std::mutex> lock(scheduler_mutex);
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std::lock_guard<std::mutex> lock(scheduler_mutex);
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// Thread is not in queue
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// Thread is not in queue
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@ -189,12 +190,64 @@ void Scheduler::SetThreadPriority(Thread* thread, u32 priority) {
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ready_queue.prepare(priority);
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ready_queue.prepare(priority);
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}
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}
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Thread* Scheduler::GetNextSuggestedThread(u32 core) {
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Thread* Scheduler::GetNextSuggestedThread(u32 core) const {
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std::lock_guard<std::mutex> lock(scheduler_mutex);
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std::lock_guard<std::mutex> lock(scheduler_mutex);
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const auto mask = 1 << core;
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const u32 mask = 1U << core;
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return ready_queue.get_first_filter(
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return ready_queue.get_first_filter(
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[&mask](Thread* thread) { return (thread->GetAffinityMask() & mask) != 0; });
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[mask](Thread const* thread) { return (thread->GetAffinityMask() & mask) != 0; });
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}
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void Scheduler::YieldWithoutLoadBalancing(Thread* thread) {
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ASSERT(thread != nullptr);
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// Avoid yielding if the thread isn't even running.
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ASSERT(thread->GetStatus() == ThreadStatus::Running);
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// Sanity check that the priority is valid
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ASSERT(thread->GetPriority() < THREADPRIO_COUNT);
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// Yield this thread
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MoveThreadToBackOfPriorityQueue(thread, thread->GetPriority());
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Reschedule();
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}
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void Scheduler::YieldWithLoadBalancing(Thread* thread) {
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ASSERT(thread != nullptr);
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const auto priority = thread->GetPriority();
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const auto core = static_cast<u32>(thread->GetProcessorID());
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// Avoid yielding if the thread isn't even running.
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ASSERT(thread->GetStatus() == ThreadStatus::Running);
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// Sanity check that the priority is valid
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ASSERT(priority < THREADPRIO_COUNT);
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// Reschedule thread to end of queue.
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MoveThreadToBackOfPriorityQueue(thread, priority);
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Thread* suggested_thread = nullptr;
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// Search through all of the cpu cores (except this one) for a suggested thread.
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// Take the first non-nullptr one
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for (unsigned cur_core = 0; cur_core < Core::NUM_CPU_CORES; ++cur_core) {
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if (cur_core == core)
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continue;
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const auto res =
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Core::System::GetInstance().CpuCore(cur_core).Scheduler().GetNextSuggestedThread(core);
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if (res != nullptr) {
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suggested_thread = res;
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break;
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}
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}
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// If a suggested thread was found, queue that for this core
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if (suggested_thread != nullptr)
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suggested_thread->ChangeCore(core, suggested_thread->GetAffinityMask());
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}
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void Scheduler::YieldAndWaitForLoadBalancing(Thread* thread) {
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UNIMPLEMENTED_MSG("Wait for load balancing thread yield type is not implemented!");
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}
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}
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} // namespace Kernel
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} // namespace Kernel
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@ -49,13 +49,79 @@ public:
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void UnscheduleThread(Thread* thread, u32 priority);
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void UnscheduleThread(Thread* thread, u32 priority);
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/// Moves a thread to the back of the current priority queue
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/// Moves a thread to the back of the current priority queue
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void RescheduleThread(Thread* thread, u32 priority);
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void MoveThreadToBackOfPriorityQueue(Thread* thread, u32 priority);
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/// Sets the priority of a thread in the scheduler
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/// Sets the priority of a thread in the scheduler
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void SetThreadPriority(Thread* thread, u32 priority);
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void SetThreadPriority(Thread* thread, u32 priority);
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/// Gets the next suggested thread for load balancing
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/// Gets the next suggested thread for load balancing
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Thread* GetNextSuggestedThread(u32 core);
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Thread* GetNextSuggestedThread(u32 core) const;
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/**
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* YieldWithoutLoadBalancing -- analogous to normal yield on a system
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* Moves the thread to the end of the ready queue for its priority, and then reschedules the
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* system to the new head of the queue.
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*
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* Example (Single Core -- but can be extrapolated to multi):
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* ready_queue[prio=0]: ThreadA, ThreadB, ThreadC (->exec order->)
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* Currently Running: ThreadR
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*
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* ThreadR calls YieldWithoutLoadBalancing
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*
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* ThreadR is moved to the end of ready_queue[prio=0]:
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* ready_queue[prio=0]: ThreadA, ThreadB, ThreadC, ThreadR (->exec order->)
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* Currently Running: Nothing
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*
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* System is rescheduled (ThreadA is popped off of queue):
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* ready_queue[prio=0]: ThreadB, ThreadC, ThreadR (->exec order->)
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* Currently Running: ThreadA
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*
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* If the queue is empty at time of call, no yielding occurs. This does not cross between cores
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* or priorities at all.
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*/
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void YieldWithoutLoadBalancing(Thread* thread);
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/**
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* YieldWithLoadBalancing -- yield but with better selection of the new running thread
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* Moves the current thread to the end of the ready queue for its priority, then selects a
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* 'suggested thread' (a thread on a different core that could run on this core) from the
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* scheduler, changes its core, and reschedules the current core to that thread.
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*
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* Example (Dual Core -- can be extrapolated to Quad Core, this is just normal yield if it were
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* single core):
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* ready_queue[core=0][prio=0]: ThreadA, ThreadB (affinities not pictured as irrelevant
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* ready_queue[core=1][prio=0]: ThreadC[affinity=both], ThreadD[affinity=core1only]
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* Currently Running: ThreadQ on Core 0 || ThreadP on Core 1
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*
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* ThreadQ calls YieldWithLoadBalancing
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*
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* ThreadQ is moved to the end of ready_queue[core=0][prio=0]:
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* ready_queue[core=0][prio=0]: ThreadA, ThreadB
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* ready_queue[core=1][prio=0]: ThreadC[affinity=both], ThreadD[affinity=core1only]
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* Currently Running: ThreadQ on Core 0 || ThreadP on Core 1
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*
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* A list of suggested threads for each core is compiled
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* Suggested Threads: {ThreadC on Core 1}
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* If this were quad core (as the switch is), there could be between 0 and 3 threads in this
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* list. If there are more than one, the thread is selected by highest prio.
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*
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* ThreadC is core changed to Core 0:
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* ready_queue[core=0][prio=0]: ThreadC, ThreadA, ThreadB, ThreadQ
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* ready_queue[core=1][prio=0]: ThreadD
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* Currently Running: None on Core 0 || ThreadP on Core 1
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*
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* System is rescheduled (ThreadC is popped off of queue):
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* ready_queue[core=0][prio=0]: ThreadA, ThreadB, ThreadQ
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* ready_queue[core=1][prio=0]: ThreadD
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* Currently Running: ThreadC on Core 0 || ThreadP on Core 1
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*
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* If no suggested threads can be found this will behave just as normal yield. If there are
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* multiple candidates for the suggested thread on a core, the highest prio is taken.
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*/
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void YieldWithLoadBalancing(Thread* thread);
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/// Currently unknown -- asserts as unimplemented on call
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void YieldAndWaitForLoadBalancing(Thread* thread);
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/// Returns a list of all threads managed by the scheduler
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/// Returns a list of all threads managed by the scheduler
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const std::vector<SharedPtr<Thread>>& GetThreadList() const {
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const std::vector<SharedPtr<Thread>>& GetThreadList() const {
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@ -965,16 +965,23 @@ static void SleepThread(s64 nanoseconds) {
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if (!Core::System::GetInstance().CurrentScheduler().HaveReadyThreads())
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if (!Core::System::GetInstance().CurrentScheduler().HaveReadyThreads())
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return;
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return;
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enum class SleepType : s64 {
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YieldWithoutLoadBalancing = 0,
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YieldWithLoadBalancing = 1,
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YieldAndWaitForLoadBalancing = 2,
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};
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if (nanoseconds <= 0) {
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if (nanoseconds <= 0) {
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switch (nanoseconds) {
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auto& scheduler{Core::System::GetInstance().CurrentScheduler()};
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case 0:
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switch (static_cast<SleepType>(nanoseconds)) {
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GetCurrentThread()->YieldNormal();
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case SleepType::YieldWithoutLoadBalancing:
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scheduler.YieldWithoutLoadBalancing(GetCurrentThread());
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break;
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break;
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case -1:
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case SleepType::YieldWithLoadBalancing:
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GetCurrentThread()->YieldWithLoadBalancing();
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scheduler.YieldWithLoadBalancing(GetCurrentThread());
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break;
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break;
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case -2:
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case SleepType::YieldAndWaitForLoadBalancing:
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GetCurrentThread()->YieldAndWaitForLoadBalancing();
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scheduler.YieldAndWaitForLoadBalancing(GetCurrentThread());
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break;
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break;
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default:
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default:
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UNREACHABLE_MSG(
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UNREACHABLE_MSG(
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@ -388,66 +388,6 @@ bool Thread::InvokeWakeupCallback(ThreadWakeupReason reason, SharedPtr<Thread> t
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return wakeup_callback(reason, std::move(thread), std::move(object), index);
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return wakeup_callback(reason, std::move(thread), std::move(object), index);
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}
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}
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void Thread::YieldNormal() {
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// Avoid yielding if the thread isn't even running.
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if (status != ThreadStatus::Running) {
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return;
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}
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if (nominal_priority < THREADPRIO_COUNT) {
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scheduler->RescheduleThread(this, nominal_priority);
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scheduler->Reschedule();
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}
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}
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void Thread::YieldWithLoadBalancing() {
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auto priority = nominal_priority;
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auto core = processor_id;
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// Avoid yielding if the thread isn't even running.
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if (status != ThreadStatus::Running) {
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Core::System::GetInstance().CpuCore(processor_id).PrepareReschedule();
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return;
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}
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SharedPtr<Thread> next;
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const auto& threads = scheduler->GetThreadList();
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if (priority < THREADPRIO_COUNT) {
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// Reschedule thread to end of queue.
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scheduler->RescheduleThread(this, priority);
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const auto iter = std::find_if(threads.begin(), threads.end(),
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[&priority](const SharedPtr<Thread>& thread) {
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return thread->GetNominalPriority() == priority;
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});
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if (iter != threads.end())
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next = iter->get();
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}
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Thread* suggested_thread = nullptr;
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for (int i = 0; i < 4; ++i) {
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if (i == core)
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continue;
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const auto res =
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Core::System::GetInstance().CpuCore(i).Scheduler().GetNextSuggestedThread(core);
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if (res != nullptr) {
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suggested_thread = res;
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break;
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}
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}
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if (suggested_thread != nullptr)
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suggested_thread->ChangeCore(core, suggested_thread->GetAffinityMask());
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}
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void Thread::YieldAndWaitForLoadBalancing() {
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UNIMPLEMENTED_MSG("Wait for load balancing thread yield type is not implemented!");
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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/**
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@ -371,10 +371,6 @@ public:
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return affinity_mask;
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return affinity_mask;
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}
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}
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void YieldNormal();
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void YieldWithLoadBalancing();
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void YieldAndWaitForLoadBalancing();
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private:
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private:
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explicit Thread(KernelCore& kernel);
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explicit Thread(KernelCore& kernel);
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~Thread() override;
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~Thread() override;
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