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authorgdkchan <gab.dark.100@gmail.com>2018-08-16 20:47:36 -0300
committerGitHub <noreply@github.com>2018-08-16 20:47:36 -0300
commit521751795a1c97c0d97f6f8904a3be69b13d3a9d (patch)
tree942a05899c40e2de6d92a38b93a494bd96ee64b8 /Ryujinx.HLE/HOS/Kernel/ThreadQueue.cs
parent182d716867ae477c2b15a5332430dc2641fa1cc3 (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.cs158
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;
+ }
+ }
+ }
+} \ No newline at end of file