hle: kernel: KLightConditionVariable: Migrate to updated KThreadQueue.
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423acf53b7
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@ -185,6 +185,7 @@ add_library(core STATIC
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hle/kernel/k_event.h
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hle/kernel/k_handle_table.cpp
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hle/kernel/k_handle_table.h
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hle/kernel/k_light_condition_variable.cpp
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hle/kernel/k_light_condition_variable.h
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hle/kernel/k_light_lock.cpp
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hle/kernel/k_light_lock.h
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src/core/hle/kernel/k_light_condition_variable.cpp
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src/core/hle/kernel/k_light_condition_variable.cpp
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@ -0,0 +1,80 @@
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// Copyright 2021 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/hle/kernel/k_light_condition_variable.h"
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#include "core/hle/kernel/k_scheduler.h"
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#include "core/hle/kernel/k_scoped_scheduler_lock_and_sleep.h"
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#include "core/hle/kernel/k_thread_queue.h"
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#include "core/hle/kernel/svc_results.h"
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namespace Kernel {
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namespace {
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class ThreadQueueImplForKLightConditionVariable final : public KThreadQueue {
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private:
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KThread::WaiterList* m_wait_list;
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bool m_allow_terminating_thread;
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public:
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ThreadQueueImplForKLightConditionVariable(KernelCore& kernel_, KThread::WaiterList* wl,
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bool term)
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: KThreadQueue(kernel_), m_wait_list(wl), m_allow_terminating_thread(term) {}
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virtual void CancelWait(KThread* waiting_thread, ResultCode wait_result,
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bool cancel_timer_task) override {
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// Only process waits if we're allowed to.
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if (ResultTerminationRequested == wait_result && m_allow_terminating_thread) {
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return;
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}
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// Remove the thread from the waiting thread from the light condition variable.
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m_wait_list->erase(m_wait_list->iterator_to(*waiting_thread));
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// Invoke the base cancel wait handler.
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KThreadQueue::CancelWait(waiting_thread, wait_result, cancel_timer_task);
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}
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};
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} // namespace
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void KLightConditionVariable::Wait(KLightLock* lock, s64 timeout, bool allow_terminating_thread) {
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// Create thread queue.
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KThread* owner = GetCurrentThreadPointer(kernel);
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ThreadQueueImplForKLightConditionVariable wait_queue(kernel, std::addressof(wait_list),
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allow_terminating_thread);
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// Sleep the thread.
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{
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KScopedSchedulerLockAndSleep lk(kernel, owner, timeout);
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if (!allow_terminating_thread && owner->IsTerminationRequested()) {
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lk.CancelSleep();
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return;
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}
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lock->Unlock();
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// Add the thread to the queue.
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wait_list.push_back(*owner);
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// Begin waiting.
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owner->BeginWait(std::addressof(wait_queue));
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}
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// Re-acquire the lock.
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lock->Lock();
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}
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void KLightConditionVariable::Broadcast() {
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KScopedSchedulerLock lk(kernel);
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// Signal all threads.
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for (auto it = wait_list.begin(); it != wait_list.end(); it = wait_list.erase(it)) {
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it->EndWait(ResultSuccess);
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}
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}
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} // namespace Kernel
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@ -1,73 +1,25 @@
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// Copyright 2020 yuzu Emulator Project
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// Copyright 2021 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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// This file references various implementation details from Atmosphere, an open-source firmware for
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// the Nintendo Switch. Copyright 2018-2020 Atmosphere-NX.
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#pragma once
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#include "common/common_types.h"
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#include "core/hle/kernel/k_scheduler.h"
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#include "core/hle/kernel/k_scoped_scheduler_lock_and_sleep.h"
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#include "core/hle/kernel/time_manager.h"
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#include "core/hle/kernel/k_thread.h"
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namespace Kernel {
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class KernelCore;
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class KLightLock;
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class KLightConditionVariable {
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public:
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explicit KLightConditionVariable(KernelCore& kernel_) : kernel{kernel_} {}
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void Wait(KLightLock* lock, s64 timeout = -1, bool allow_terminating_thread = true) {
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WaitImpl(lock, timeout, allow_terminating_thread);
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}
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void Broadcast() {
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KScopedSchedulerLock lk{kernel};
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// Signal all threads.
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for (auto& thread : wait_list) {
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thread.SetState(ThreadState::Runnable);
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}
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}
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void Wait(KLightLock* lock, s64 timeout = -1, bool allow_terminating_thread = true);
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void Broadcast();
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private:
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void WaitImpl(KLightLock* lock, s64 timeout, bool allow_terminating_thread) {
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KThread* owner = GetCurrentThreadPointer(kernel);
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// Sleep the thread.
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{
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KScopedSchedulerLockAndSleep lk{kernel, owner, timeout};
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if (!allow_terminating_thread && owner->IsTerminationRequested()) {
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lk.CancelSleep();
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return;
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}
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lock->Unlock();
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// Set the thread as waiting.
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GetCurrentThread(kernel).SetState(ThreadState::Waiting);
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// Add the thread to the queue.
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wait_list.push_back(GetCurrentThread(kernel));
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}
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// Remove the thread from the wait list.
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{
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KScopedSchedulerLock sl{kernel};
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wait_list.erase(wait_list.iterator_to(GetCurrentThread(kernel)));
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}
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// Cancel the task that the sleep setup.
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kernel.TimeManager().UnscheduleTimeEvent(owner);
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// Re-acquire the lock.
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lock->Lock();
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}
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KernelCore& kernel;
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KThread::WaiterList wait_list{};
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};
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