mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-28 07:50:49 +00:00
4a4f07df8e
Nice and simple, no callbacks or timeouts.
325 lines
11 KiB
C++
325 lines
11 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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// There's a good description of the thread scheduling rules in:
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// http://code.google.com/p/jpcsp/source/browse/trunk/src/jpcsp/HLE/modules150/ThreadManForUser.java
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#include "sceKernelModule.h"
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#include "HLE.h"
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int sceKernelChangeThreadPriority(SceUID threadID, int priority);
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int __KernelCreateThread(const char *threadName, SceUID moduleID, u32 entry, u32 prio, int stacksize, u32 attr, u32 optionAddr);
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int sceKernelCreateThread(const char *threadName, u32 entry, u32 prio, int stacksize, u32 attr, u32 optionAddr);
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int sceKernelDelayThread(u32 usec);
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int sceKernelDelayThreadCB(u32 usec);
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void sceKernelDelaySysClockThread();
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void sceKernelDelaySysClockThreadCB();
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int sceKernelDeleteThread(int threadHandle);
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void sceKernelExitDeleteThread(int exitStatus);
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void sceKernelExitThread(int exitStatus);
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void _sceKernelExitThread(int exitStatus);
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SceUID sceKernelGetThreadId();
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void sceKernelGetThreadCurrentPriority();
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int sceKernelStartThread(SceUID threadToStartID, int argSize, u32 argBlockPtr);
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u32 sceKernelSuspendDispatchThread();
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u32 sceKernelResumeDispatchThread(u32 suspended);
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int sceKernelWaitThreadEnd(SceUID threadID, u32 timeoutPtr);
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u32 sceKernelReferThreadStatus(u32 uid, u32 statusPtr);
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u32 sceKernelReferThreadRunStatus(u32 uid, u32 statusPtr);
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int sceKernelReleaseWaitThread(SceUID threadID);
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int sceKernelChangeCurrentThreadAttr(u32 clearAttr, u32 setAttr);
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int sceKernelRotateThreadReadyQueue(int priority);
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int sceKernelCheckThreadStack();
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int sceKernelSuspendThread(SceUID threadID);
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int sceKernelResumeThread(SceUID threadID);
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int sceKernelWakeupThread(SceUID threadID);
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int sceKernelCancelWakeupThread(SceUID threadID);
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int sceKernelSleepThread();
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int sceKernelSleepThreadCB();
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int sceKernelTerminateDeleteThread(int threadno);
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int sceKernelTerminateThread(SceUID threadID);
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int sceKernelWaitThreadEndCB(SceUID threadID, u32 timeoutPtr);
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int sceKernelGetThreadExitStatus(SceUID threadID);
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u32 sceKernelGetThreadmanIdType(u32);
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u32 sceKernelGetThreadmanIdList(u32 type, u32 readBufPtr, u32 readBufSize, u32 idCountPtr);
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u32 sceKernelExtendThreadStack(u32 size, u32 entryAddr, u32 entryParameter);
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struct SceKernelSysClock {
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u32_le lo;
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u32_le hi;
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};
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// TODO: Map these to PSP wait types.
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// remember to update the waitTypeNames array in sceKernelThread.cpp when changing these
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enum WaitType
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{
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WAITTYPE_NONE = 0,
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WAITTYPE_SLEEP = 1,
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WAITTYPE_DELAY = 2,
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WAITTYPE_SEMA = 3,
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WAITTYPE_EVENTFLAG = 4,
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WAITTYPE_MBX = 5,
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WAITTYPE_VPL = 6,
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WAITTYPE_FPL = 7,
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WAITTYPE_MSGPIPE = 8, // fake
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WAITTYPE_THREADEND = 9,
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WAITTYPE_AUDIOCHANNEL = 10, // this is fake, should be replaced with 8 eventflags ( ?? )
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WAITTYPE_UMD = 11, // this is fake, should be replaced with 1 eventflag ( ?? )
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WAITTYPE_VBLANK = 12, // fake
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WAITTYPE_MUTEX = 13,
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WAITTYPE_LWMUTEX = 14,
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WAITTYPE_CTRL = 15,
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WAITTYPE_IO = 16,
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WAITTYPE_GEDRAWSYNC = 17,
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WAITTYPE_GELISTSYNC = 18,
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WAITTYPE_MODULE = 19,
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WAITTYPE_HLEDELAY = 20,
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WAITTYPE_TLS = 21,
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NUM_WAITTYPES
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};
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const char *getWaitTypeName(WaitType type);
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// Suspend wait and timeout while a thread enters a callback.
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typedef void (* WaitBeginCallbackFunc)(SceUID threadID, SceUID prevCallbackId);
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// Resume wait and timeout as a thread exits a callback.
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typedef void (* WaitEndCallbackFunc)(SceUID threadID, SceUID prevCallbackId, u32 &returnValue);
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void __KernelRegisterWaitTypeFuncs(WaitType type, WaitBeginCallbackFunc beginFunc, WaitEndCallbackFunc endFunc);
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struct ThreadContext
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{
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void reset();
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u32 r[32];
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float f[32];
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float v[128];
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u32 vfpuCtrl[16];
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u32 pc;
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u32 hi;
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u32 lo;
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u32 fcr0;
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u32 fcr31;
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u32 fpcond;
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};
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// Internal API, used by implementations of kernel functions
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void __KernelThreadingInit();
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void __KernelThreadingDoState(PointerWrap &p);
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void __KernelThreadingDoStateLate(PointerWrap &p);
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void __KernelThreadingShutdown();
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KernelObject *__KernelThreadObject();
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KernelObject *__KernelCallbackObject();
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void __KernelScheduleWakeup(int threadnumber, s64 usFromNow);
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SceUID __KernelGetCurThread();
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u32 __KernelGetCurThreadStack();
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const char *__KernelGetThreadName(SceUID threadID);
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void __KernelSaveContext(ThreadContext *ctx, bool vfpuEnabled);
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void __KernelLoadContext(ThreadContext *ctx, bool vfpuEnabled);
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// TODO: Replace this with __KernelResumeThreadFromWait over time as it's misguided.
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// It's better that each subsystem keeps track of the list of waiting threads
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// and resumes them manually one by one using __KernelResumeThreadFromWait.
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bool __KernelTriggerWait(WaitType type, int id, const char *reason, bool dontSwitch = false);
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bool __KernelTriggerWait(WaitType type, int id, int retVal, const char *reason, bool dontSwitch);
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u32 __KernelResumeThreadFromWait(SceUID threadID); // can return an error value
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u32 __KernelResumeThreadFromWait(SceUID threadID, u32 retval);
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u32 __KernelResumeThreadFromWait(SceUID threadID, u64 retval);
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inline u32 __KernelResumeThreadFromWait(SceUID threadID, int retval)
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{
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return __KernelResumeThreadFromWait(threadID, (u32)retval);
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}
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inline u32 __KernelResumeThreadFromWait(SceUID threadID, s64 retval)
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{
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return __KernelResumeThreadFromWait(threadID, (u64)retval);
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}
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u32 __KernelGetWaitValue(SceUID threadID, u32 &error);
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u32 __KernelGetWaitTimeoutPtr(SceUID threadID, u32 &error);
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SceUID __KernelGetWaitID(SceUID threadID, WaitType type, u32 &error);
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SceUID __KernelGetCurrentCallbackID(SceUID threadID, u32 &error);
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void __KernelWaitCurThread(WaitType type, SceUID waitId, u32 waitValue, u32 timeoutPtr, bool processCallbacks, const char *reason);
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void __KernelWaitCallbacksCurThread(WaitType type, SceUID waitID, u32 waitValue, u32 timeoutPtr);
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void __KernelReSchedule(const char *reason = "no reason");
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void __KernelReSchedule(bool doCallbacks, const char *reason);
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// Registered callback types
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enum RegisteredCallbackType {
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THREAD_CALLBACK_UMD = 0,
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THREAD_CALLBACK_IO = 1,
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THREAD_CALLBACK_MEMORYSTICK = 2,
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THREAD_CALLBACK_MEMORYSTICK_FAT = 3,
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THREAD_CALLBACK_POWER = 4,
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THREAD_CALLBACK_EXIT = 5,
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THREAD_CALLBACK_USER_DEFINED = 6,
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THREAD_CALLBACK_SIZE = 7,
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THREAD_CALLBACK_NUM_TYPES = 8,
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};
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// These operate on the current thread
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u32 __KernelRegisterCallback(RegisteredCallbackType type, SceUID cbId);
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u32 __KernelUnregisterCallback(RegisteredCallbackType type, SceUID cbId);
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// If cbId == -1, all the callbacks of the type on all the threads get notified.
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// If not, only this particular callback gets notified.
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u32 __KernelNotifyCallbackType(RegisteredCallbackType type, SceUID cbId, int notifyArg);
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SceUID __KernelGetCurThread();
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SceUID __KernelGetCurThreadModuleId();
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SceUID __KernelSetupRootThread(SceUID moduleId, int args, const char *argp, int prio, int stacksize, int attr); //represents the real PSP elf loader, run before execution
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void __KernelStartIdleThreads(SceUID moduleId);
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void __KernelReturnFromThread(); // Called as HLE function
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u32 __KernelGetThreadPrio(SceUID id);
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bool __KernelThreadSortPriority(SceUID thread1, SceUID thread2);
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bool __KernelIsDispatchEnabled();
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void __KernelReturnFromExtendStack();
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void __KernelIdle();
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u32 __KernelMipsCallReturnAddress();
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u32 __KernelInterruptReturnAddress(); // TODO: remove
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// Internal access - used by sceSetGeCallback
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u32 __KernelCreateCallback(const char *name, u32 entrypoint, u32 signalArg);
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SceUID sceKernelCreateCallback(const char *name, u32 entrypoint, u32 signalArg);
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int sceKernelDeleteCallback(SceUID cbId);
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int sceKernelNotifyCallback(SceUID cbId, int notifyArg);
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int sceKernelCancelCallback(SceUID cbId);
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int sceKernelGetCallbackCount(SceUID cbId);
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void sceKernelCheckCallback();
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int sceKernelReferCallbackStatus(SceUID cbId, u32 statusAddr);
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class Action;
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// Not an official Callback object, just calls a mips function on the current thread.
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void __KernelDirectMipsCall(u32 entryPoint, Action *afterAction, u32 args[], int numargs, bool reschedAfter);
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void __KernelReturnFromMipsCall(); // Called as HLE function
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bool __KernelInCallback();
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// Should be called by (nearly) all ...CB functions.
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bool __KernelCheckCallbacks();
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bool __KernelForceCallbacks();
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bool __KernelCurHasReadyCallbacks();
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class Thread;
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void __KernelSwitchContext(Thread *target, const char *reason);
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bool __KernelExecutePendingMipsCalls(Thread *currentThread, bool reschedAfter);
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void __KernelNotifyCallback(RegisteredCallbackType type, SceUID cbId, int notifyArg);
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// Switch to an idle / non-user thread, if not already on one.
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// Returns whether a switch occurred.
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bool __KernelSwitchOffThread(const char *reason);
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bool __KernelSwitchToThread(SceUID threadID, const char *reason);
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// Set a thread's return address to a specific FakeSyscall nid.
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// Discards old RA. Only useful for special threads that do special things on exit.
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u32 __KernelSetThreadRA(SceUID threadID, u32 nid);
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// A call into game code. These can be pending on a thread.
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// Similar to Callback-s (NOT CallbackInfos) in JPCSP.
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typedef Action *(*ActionCreator)();
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Action *__KernelCreateAction(int actionType);
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int __KernelRegisterActionType(ActionCreator creator);
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void __KernelRestoreActionType(int actionType, ActionCreator creator);
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struct MipsCall {
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MipsCall()
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{
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doAfter = NULL;
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}
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u32 entryPoint;
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u32 cbId;
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u32 args[6];
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int numArgs;
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Action *doAfter;
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u32 savedIdRegister;
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u32 savedRa;
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u32 savedPc;
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u32 savedV0;
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u32 savedV1;
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std::string tag;
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u32 savedId;
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bool reschedAfter;
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void DoState(PointerWrap &p);
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void setReturnValue(u32 value);
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void setReturnValue(u64 value);
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inline void setReturnValue(int value)
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{
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setReturnValue((u32)value);
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}
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inline void setReturnValue(s64 value)
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{
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setReturnValue((u64)value);
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}
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};
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class Action
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{
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public:
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virtual ~Action() {}
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virtual void run(MipsCall &call) = 0;
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virtual void DoState(PointerWrap &p) = 0;
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int actionTypeID;
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};
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enum ThreadStatus
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{
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THREADSTATUS_RUNNING = 1,
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THREADSTATUS_READY = 2,
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THREADSTATUS_WAIT = 4,
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THREADSTATUS_SUSPEND = 8,
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THREADSTATUS_DORMANT = 16,
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THREADSTATUS_DEAD = 32,
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THREADSTATUS_WAITSUSPEND = THREADSTATUS_WAIT | THREADSTATUS_SUSPEND
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};
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void __KernelChangeThreadState(Thread *thread, ThreadStatus newStatus);
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typedef void (*ThreadCallback)(SceUID threadID);
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void __KernelListenThreadEnd(ThreadCallback callback);
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struct DebugThreadInfo
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{
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SceUID id;
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char name[KERNELOBJECT_MAX_NAME_LENGTH+1];
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u32 status;
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int curPC;
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int entrypoint;
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int priority;
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WaitType waitType;
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bool isCurrent;
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};
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std::vector<DebugThreadInfo> GetThreadsInfo();
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void __KernelChangeThreadState(SceUID threadId, ThreadStatus newStatus);
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int hleLoadExecForUser_362A956B(); |