ppsspp/Core/HLE/sceKernelThread.h
Unknown W. Brackets d88fa153b7 Implement timeouts on mutexes.
Still need to set timeoutPtr after they expire.
Pretty sure I did this the right way, seems CoreTiming does already
allow/use multiple events for the same type?
2012-11-20 02:20:13 -08:00

197 lines
6.1 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"
void sceKernelChangeThreadPriority();
void sceKernelCreateThread();
void sceKernelDelayThread();
void sceKernelDelayThreadCB();
void sceKernelDeleteThread();
void sceKernelExitDeleteThread();
void sceKernelExitThread();
void _sceKernelExitThread();
void sceKernelGetThreadId();
void sceKernelGetThreadCurrentPriority();
void sceKernelStartThread(SceUID threadToStartID, u32 argSize, u32 argBlockPtr);
u32 sceKernelSuspendDispatchThread();
u32 sceKernelResumeDispatchThread(u32 suspended);
void sceKernelWaitThreadEnd();
void sceKernelReferThreadStatus();
void sceKernelChangeCurrentThreadAttr();
void sceKernelRotateThreadReadyQueue();
void sceKernelCheckThreadStack();
void sceKernelSuspendThread();
void sceKernelResumeThread();
void sceKernelWakeupThread();
void sceKernelCancelWakeupThread();
void sceKernelTerminateDeleteThread();
void sceKernelWaitThreadEndCB();
void sceKernelGetThreadExitStatus();
void sceKernelGetThreadmanIdType();
enum WaitType //probably not the real values
{
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,
};
struct ThreadContext
{
void reset();
u32 r[32];
float f[32];
float v[128];
u32 vfpuCtrl[16];
u32 hi;
u32 lo;
u32 pc;
u32 fpcond;
u32 fcr0;
u32 fcr31;
};
// Internal API, used by implementations of kernel functions
void __KernelThreadingInit();
void __KernelThreadingShutdown();
void __KernelScheduleWakeup(int usFromNow, int threadnumber);
SceUID __KernelGetCurThread();
void __KernelSaveContext(ThreadContext *ctx);
void __KernelLoadContext(ThreadContext *ctx);
// TODO: Replace this with __KernelResumeThread over time as it's misguided.
bool __KernelTriggerWait(WaitType type, int id, bool dontSwitch = false);
u32 __KernelResumeThreadFromWait(SceUID threadID); // can return an error value
u32 __KernelResumeThreadFromWait(SceUID threadID, int retval);
u32 __KernelGetWaitValue(SceUID threadID, u32 &error);
void __KernelWaitCurThread(WaitType type, SceUID waitId, u32 waitValue, u32 timeoutPtr, bool processCallbacks);
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();
void __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();
void __KernelReturnFromThread(); // Called as HLE function
u32 __KernelGetThreadPrio(SceUID id);
void __KernelIdle();
u32 __KernelMipsCallReturnAddress();
u32 __KernelInterruptReturnAddress(); // TODO: remove
// Internal access - used by sceSetGeCallback
u32 __KernelCreateCallback(const char *name, u32 entrypoint, u32 signalArg);
void sceKernelCreateCallback();
void sceKernelDeleteCallback();
void sceKernelNotifyCallback();
void sceKernelCancelCallback();
void sceKernelGetCallbackCount();
void sceKernelCheckCallback();
void sceKernelGetCallbackCount();
void sceKernelReferCallbackStatus();
void __KernelReturnFromMipsCall(); // Called as HLE function
bool __KernelInCallback();
// Should be called by (nearly) all ...CB functions.
bool __KernelCheckCallbacks();
class Thread;
void __KernelSwitchContext(Thread *target, const char *reason);
bool __KernelExecutePendingMipsCalls();
void __KernelNotifyCallback(RegisteredCallbackType type, SceUID threadId, SceUID cbId, int notifyArg);
// A call into game code. These can be pending on a thread.
// Similar to Callback-s (NOT CallbackInfos) in JPCSP.
class Action;
struct MipsCall {
u32 entryPoint;
u32 cbId;
u32 args[6];
int numArgs;
Action *doAfter;
u32 savedIdRegister;
u32 savedRa;
u32 savedPc;
u32 savedV0;
u32 savedV1;
bool returnVoid;
const char *tag;
};
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);