mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-11-27 12:33:00 +00:00
521751795a
* Some style fixes and nits on ITimeZoneService * Remove some unneeded usings * Remove the Ryujinx.HLE.OsHle.Handles namespace * Remove hbmenu automatic load on process exit * Rename Ns to Device, rename Os to System, rename SystemState to State * Move Exceptions and Utilities out of OsHle * Rename OsHle to HOS * Rename OsHle folder to HOS * IManagerDisplayService and ISystemDisplayService style fixes * BsdError shouldn't be public * Add a empty new line before using static * Remove unused file * Some style fixes on NPDM * Exit gracefully when the application is closed * Code style fixes on IGeneralService * Add 0x prefix on values printed as hex * Small improvements on finalization code * Move ProcessId and ThreadId out of AThreadState * Rename VFs to FileSystem * FsAccessHeader shouldn't be public. Also fix file names casing * More case changes on NPDM * Remove unused files * Move using to the correct place on NPDM * Use properties on KernelAccessControlMmio * Address PR feedback
158 lines
No EOL
3.7 KiB
C#
158 lines
No EOL
3.7 KiB
C#
namespace Ryujinx.HLE.HOS.Kernel
|
|
{
|
|
class ThreadQueue
|
|
{
|
|
private const int LowestPriority = 0x3f;
|
|
|
|
private SchedulerThread Head;
|
|
|
|
private object ListLock;
|
|
|
|
public ThreadQueue()
|
|
{
|
|
ListLock = new object();
|
|
}
|
|
|
|
public void Push(SchedulerThread Wait)
|
|
{
|
|
lock (ListLock)
|
|
{
|
|
//Ensure that we're not creating circular references
|
|
//by adding a thread that is already on the list.
|
|
if (HasThread(Wait))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (Head == null || Head.Thread.ActualPriority >= Wait.Thread.ActualPriority)
|
|
{
|
|
Wait.Next = Head;
|
|
|
|
Head = Wait;
|
|
|
|
return;
|
|
}
|
|
|
|
SchedulerThread Curr = Head;
|
|
|
|
while (Curr.Next != null)
|
|
{
|
|
if (Curr.Next.Thread.ActualPriority >= Wait.Thread.ActualPriority)
|
|
{
|
|
break;
|
|
}
|
|
|
|
Curr = Curr.Next;
|
|
}
|
|
|
|
Wait.Next = Curr.Next;
|
|
Curr.Next = Wait;
|
|
}
|
|
}
|
|
|
|
public SchedulerThread Pop(int Core, int MinPriority = LowestPriority)
|
|
{
|
|
lock (ListLock)
|
|
{
|
|
int CoreMask = 1 << Core;
|
|
|
|
SchedulerThread Prev = null;
|
|
SchedulerThread Curr = Head;
|
|
|
|
while (Curr != null)
|
|
{
|
|
KThread Thread = Curr.Thread;
|
|
|
|
if (Thread.ActualPriority <= MinPriority && (Thread.CoreMask & CoreMask) != 0)
|
|
{
|
|
if (Prev != null)
|
|
{
|
|
Prev.Next = Curr.Next;
|
|
}
|
|
else
|
|
{
|
|
Head = Head.Next;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
Prev = Curr;
|
|
Curr = Curr.Next;
|
|
}
|
|
|
|
return Curr;
|
|
}
|
|
}
|
|
|
|
public bool Remove(SchedulerThread Thread)
|
|
{
|
|
lock (ListLock)
|
|
{
|
|
if (Head == null)
|
|
{
|
|
return false;
|
|
}
|
|
else if (Head == Thread)
|
|
{
|
|
Head = Head.Next;
|
|
|
|
return true;
|
|
}
|
|
|
|
SchedulerThread Prev = Head;
|
|
SchedulerThread Curr = Head.Next;
|
|
|
|
while (Curr != null)
|
|
{
|
|
if (Curr == Thread)
|
|
{
|
|
Prev.Next = Curr.Next;
|
|
|
|
return true;
|
|
}
|
|
|
|
Prev = Curr;
|
|
Curr = Curr.Next;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
public bool Resort(SchedulerThread Thread)
|
|
{
|
|
lock (ListLock)
|
|
{
|
|
if (Remove(Thread))
|
|
{
|
|
Push(Thread);
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
public bool HasThread(SchedulerThread Thread)
|
|
{
|
|
lock (ListLock)
|
|
{
|
|
SchedulerThread Curr = Head;
|
|
|
|
while (Curr != null)
|
|
{
|
|
if (Curr == Thread)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
Curr = Curr.Next;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
} |