ppsspp/Core/HLE/sceKernelThread.h

324 lines
11 KiB
C++

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