suyu/src/core/hle/kernel/thread.h

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// Copyright 2014 Citra Emulator Project / PPSSPP Project
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// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
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#pragma once
#include "common/common_types.h"
#include "core/mem_map.h"
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#include "core/hle/kernel/kernel.h"
#include "core/hle/result.h"
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enum ThreadPriority {
THREADPRIO_HIGHEST = 0, ///< Highest thread priority
THREADPRIO_DEFAULT = 16, ///< Default thread priority for userland apps
THREADPRIO_LOW = 31, ///< Low range of thread priority for userland apps
THREADPRIO_LOWEST = 63, ///< Thread priority max checked by svcCreateThread
};
enum ThreadProcessorId {
THREADPROCESSORID_0 = 0xFFFFFFFE, ///< Enables core appcode
THREADPROCESSORID_1 = 0xFFFFFFFD, ///< Enables core syscore
THREADPROCESSORID_ALL = 0xFFFFFFFC, ///< Enables both cores
};
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
};
enum WaitType {
WAITTYPE_NONE,
WAITTYPE_SLEEP,
WAITTYPE_SEMA,
WAITTYPE_EVENT,
WAITTYPE_THREADEND,
WAITTYPE_MUTEX,
WAITTYPE_SYNCH,
WAITTYPE_ARB,
};
namespace Kernel {
/// Creates a new thread - wrapper for external user
Handle CreateThread(const char* name, u32 entry_point, s32 priority, u32 arg, s32 processor_id,
u32 stack_top, int stack_size=Kernel::DEFAULT_STACK_SIZE);
/// Sets up the primary application thread
Handle SetupMainThread(s32 priority, int stack_size=Kernel::DEFAULT_STACK_SIZE);
/// Reschedules to the next available thread (call after current thread is suspended)
void Reschedule();
/// Stops the current thread
ResultCode StopThread(Handle thread, const char* reason);
/**
* Retrieves the ID of the specified thread handle
* @param thread_id Will contain the output thread id
* @param handle Handle to the thread we want
* @return Whether the function was successful or not
*/
ResultCode GetThreadId(u32* thread_id, Handle handle);
/// Resumes a thread from waiting by marking it as "ready"
void ResumeThreadFromWait(Handle handle);
/// Arbitrate the highest priority thread that is waiting
Handle ArbitrateHighestPriorityThread(u32 arbiter, u32 address);
/// Arbitrate all threads currently waiting...
void ArbitrateAllThreads(u32 arbiter, u32 address);
/// Gets the current thread handle
Handle GetCurrentThreadHandle();
/**
* Puts the current thread in the wait state for the given type
* @param wait_type Type of wait
* @param wait_handle Handle of Kernel object that we are waiting on, defaults to current thread
*/
void WaitCurrentThread(WaitType wait_type, Handle wait_handle=GetCurrentThreadHandle());
/**
* Puts the current thread in the wait state for the given type
* @param wait_type Type of wait
* @param wait_handle Handle of Kernel object that we are waiting on, defaults to current thread
* @param wait_address Arbitration address used to resume from wait
*/
void WaitCurrentThread(WaitType wait_type, Handle wait_handle, VAddr wait_address);
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/// Put current thread in a wait state - on WaitSynchronization
void WaitThread_Synchronization();
/// Get the priority of the thread specified by handle
ResultVal<u32> GetThreadPriority(const Handle handle);
/// Set the priority of the thread specified by handle
ResultCode SetThreadPriority(Handle handle, s32 priority);
/**
* Sets up the idle thread, this is a thread that is intended to never execute instructions,
* only to advance the timing. It is scheduled when there are no other ready threads in the thread queue
* and will try to yield on every call.
* @returns The handle of the idle thread
*/
Handle SetupIdleThread();
/// Whether the current thread is an idle thread
bool IsIdleThread(Handle thread);
/// Initialize threading
void ThreadingInit();
/// Shutdown threading
void ThreadingShutdown();
} // namespace