diff options
author | gdkchan <gab.dark.100@gmail.com> | 2018-08-16 20:47:36 -0300 |
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committer | GitHub <noreply@github.com> | 2018-08-16 20:47:36 -0300 |
commit | 521751795a1c97c0d97f6f8904a3be69b13d3a9d (patch) | |
tree | 942a05899c40e2de6d92a38b93a494bd96ee64b8 /Ryujinx.HLE/HOS/Kernel/ThreadQueue.cs | |
parent | 182d716867ae477c2b15a5332430dc2641fa1cc3 (diff) |
Code style fixes and nits on the HLE project (#355)
* 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
Diffstat (limited to 'Ryujinx.HLE/HOS/Kernel/ThreadQueue.cs')
-rw-r--r-- | Ryujinx.HLE/HOS/Kernel/ThreadQueue.cs | 158 |
1 files changed, 158 insertions, 0 deletions
diff --git a/Ryujinx.HLE/HOS/Kernel/ThreadQueue.cs b/Ryujinx.HLE/HOS/Kernel/ThreadQueue.cs new file mode 100644 index 00000000..815e86ad --- /dev/null +++ b/Ryujinx.HLE/HOS/Kernel/ThreadQueue.cs @@ -0,0 +1,158 @@ +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; + } + } + } +}
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