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https://github.com/yuzu-emu/yuzu-android
synced 2024-12-27 00:51:20 -08:00
Comment and reorganize the scheduler
This commit is contained in:
parent
b5d1e44782
commit
3a94e7ea33
@ -19,6 +19,11 @@
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namespace Kernel {
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namespace Kernel {
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/*
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* SelectThreads, Yield functions originally by TuxSH.
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* licensed under GPLv2 or later under exception provided by the author.
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*/
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void GlobalScheduler::AddThread(SharedPtr<Thread> thread) {
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void GlobalScheduler::AddThread(SharedPtr<Thread> thread) {
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thread_list.push_back(std::move(thread));
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thread_list.push_back(std::move(thread));
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}
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}
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@ -29,15 +34,23 @@ void GlobalScheduler::RemoveThread(Thread* thread) {
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}
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}
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/*
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/*
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* SelectThreads, Yield functions originally by TuxSH.
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* UnloadThread selects a core and forces it to unload its current thread's context
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* licensed under GPLv2 or later under exception provided by the author.
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*/
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*/
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void GlobalScheduler::UnloadThread(s32 core) {
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void GlobalScheduler::UnloadThread(s32 core) {
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Scheduler& sched = Core::System::GetInstance().Scheduler(core);
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Scheduler& sched = Core::System::GetInstance().Scheduler(core);
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sched.UnloadThread();
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sched.UnloadThread();
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}
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}
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/*
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* SelectThread takes care of selecting the new scheduled thread.
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* It does it in 3 steps:
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* - First a thread is selected from the top of the priority queue. If no thread
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* is obtained then we move to step two, else we are done.
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* - Second we try to get a suggested thread that's not assigned to any core or
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* that is not the top thread in that core.
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* - Third is no suggested thread is found, we do a second pass and pick a running
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* thread in another core and swap it with its current thread.
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*/
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void GlobalScheduler::SelectThread(u32 core) {
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void GlobalScheduler::SelectThread(u32 core) {
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auto update_thread = [](Thread* thread, Scheduler& sched) {
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auto update_thread = [](Thread* thread, Scheduler& sched) {
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if (thread != sched.selected_thread) {
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if (thread != sched.selected_thread) {
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@ -51,105 +64,58 @@ void GlobalScheduler::SelectThread(u32 core) {
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};
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};
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Scheduler& sched = Core::System::GetInstance().Scheduler(core);
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Scheduler& sched = Core::System::GetInstance().Scheduler(core);
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Thread* current_thread = nullptr;
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Thread* current_thread = nullptr;
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// Step 1: Get top thread in schedule queue.
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current_thread = scheduled_queue[core].empty() ? nullptr : scheduled_queue[core].front();
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current_thread = scheduled_queue[core].empty() ? nullptr : scheduled_queue[core].front();
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if (!current_thread) {
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if (current_thread) {
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Thread* winner = nullptr;
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update_thread(current_thread, sched);
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std::set<s32> sug_cores;
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return;
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for (auto thread : suggested_queue[core]) {
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}
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s32 this_core = thread->GetProcessorID();
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// Step 2: Try selecting a suggested thread.
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Thread* thread_on_core = nullptr;
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Thread* winner = nullptr;
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if (this_core >= 0) {
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std::set<s32> sug_cores;
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thread_on_core = scheduled_queue[this_core].front();
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for (auto thread : suggested_queue[core]) {
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}
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s32 this_core = thread->GetProcessorID();
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if (this_core < 0 || thread != thread_on_core) {
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Thread* thread_on_core = nullptr;
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winner = thread;
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if (this_core >= 0) {
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break;
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thread_on_core = scheduled_queue[this_core].front();
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}
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sug_cores.insert(this_core);
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}
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}
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if (winner && winner->GetPriority() > 2) {
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if (this_core < 0 || thread != thread_on_core) {
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if (winner->IsRunning()) {
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winner = thread;
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UnloadThread(winner->GetProcessorID());
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break;
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}
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}
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TransferToCore(winner->GetPriority(), core, winner);
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sug_cores.insert(this_core);
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current_thread = winner;
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}
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} else {
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// if we got a suggested thread, select it, else do a second pass.
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for (auto& src_core : sug_cores) {
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if (winner && winner->GetPriority() > 2) {
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auto it = scheduled_queue[src_core].begin();
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if (winner->IsRunning()) {
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it++;
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UnloadThread(winner->GetProcessorID());
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if (it != scheduled_queue[src_core].end()) {
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}
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Thread* thread_on_core = scheduled_queue[src_core].front();
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TransferToCore(winner->GetPriority(), core, winner);
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Thread* to_change = *it;
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update_thread(winner, sched);
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if (thread_on_core->IsRunning() || to_change->IsRunning()) {
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return;
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UnloadThread(src_core);
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}
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}
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// Step 3: Select a suggested thread from another core
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TransferToCore(thread_on_core->GetPriority(), core, thread_on_core);
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for (auto& src_core : sug_cores) {
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current_thread = thread_on_core;
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auto it = scheduled_queue[src_core].begin();
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}
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it++;
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if (it != scheduled_queue[src_core].end()) {
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Thread* thread_on_core = scheduled_queue[src_core].front();
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Thread* to_change = *it;
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if (thread_on_core->IsRunning() || to_change->IsRunning()) {
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UnloadThread(src_core);
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}
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}
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TransferToCore(thread_on_core->GetPriority(), core, thread_on_core);
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current_thread = thread_on_core;
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break;
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}
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}
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}
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}
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update_thread(current_thread, sched);
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update_thread(current_thread, sched);
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}
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}
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void GlobalScheduler::SelectThreads() {
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/*
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auto update_thread = [](Thread* thread, Scheduler& sched) {
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* YieldThread takes a thread and moves it to the back of the it's priority list
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if (thread != sched.selected_thread) {
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* This operation can be redundant and no scheduling is changed if marked as so.
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if (thread == nullptr) {
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*/
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++sched.idle_selection_count;
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}
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sched.selected_thread = thread;
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}
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sched.context_switch_pending = sched.selected_thread != sched.current_thread;
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std::atomic_thread_fence(std::memory_order_seq_cst);
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};
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auto& system = Core::System::GetInstance();
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std::unordered_set<Thread*> picked_threads;
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// This maintain the "current thread is on front of queue" invariant
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std::array<Thread*, NUM_CPU_CORES> current_threads;
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for (u32 i = 0; i < NUM_CPU_CORES; i++) {
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Scheduler& sched = system.Scheduler(i);
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current_threads[i] = scheduled_queue[i].empty() ? nullptr : scheduled_queue[i].front();
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if (current_threads[i])
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picked_threads.insert(current_threads[i]);
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update_thread(current_threads[i], sched);
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}
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// Do some load-balancing. Allow second pass.
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std::array<Thread*, NUM_CPU_CORES> current_threads_2 = current_threads;
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for (u32 i = 0; i < NUM_CPU_CORES; i++) {
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if (!scheduled_queue[i].empty()) {
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continue;
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}
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Thread* winner = nullptr;
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for (auto thread : suggested_queue[i]) {
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if (thread->GetProcessorID() < 0 || thread != current_threads[i]) {
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if (picked_threads.count(thread) == 0 && !thread->IsRunning()) {
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winner = thread;
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break;
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}
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}
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}
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if (winner) {
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TransferToCore(winner->GetPriority(), i, winner);
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current_threads_2[i] = winner;
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picked_threads.insert(winner);
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}
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}
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// See which to-be-current threads have changed & update accordingly
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for (u32 i = 0; i < NUM_CPU_CORES; i++) {
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Scheduler& sched = system.Scheduler(i);
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if (current_threads_2[i] != current_threads[i]) {
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update_thread(current_threads_2[i], sched);
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}
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}
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reselection_pending.store(false, std::memory_order_release);
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}
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void GlobalScheduler::YieldThread(Thread* yielding_thread) {
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void GlobalScheduler::YieldThread(Thread* yielding_thread) {
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// Note: caller should use critical section, etc.
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// Note: caller should use critical section, etc.
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u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID());
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u32 core_id = static_cast<u32>(yielding_thread->GetProcessorID());
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@ -164,6 +130,12 @@ void GlobalScheduler::YieldThread(Thread* yielding_thread) {
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AskForReselectionOrMarkRedundant(yielding_thread, winner);
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AskForReselectionOrMarkRedundant(yielding_thread, winner);
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}
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}
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/*
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* YieldThreadAndBalanceLoad takes a thread and moves it to the back of the it's priority list.
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* Afterwards, tries to pick a suggested thread from the suggested queue that has worse time or
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* a better priority than the next thread in the core.
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* This operation can be redundant and no scheduling is changed if marked as so.
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*/
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void GlobalScheduler::YieldThreadAndBalanceLoad(Thread* yielding_thread) {
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void GlobalScheduler::YieldThreadAndBalanceLoad(Thread* yielding_thread) {
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// Note: caller should check if !thread.IsSchedulerOperationRedundant and use critical section,
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// Note: caller should check if !thread.IsSchedulerOperationRedundant and use critical section,
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// etc.
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// etc.
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@ -213,6 +185,12 @@ void GlobalScheduler::YieldThreadAndBalanceLoad(Thread* yielding_thread) {
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AskForReselectionOrMarkRedundant(yielding_thread, winner);
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AskForReselectionOrMarkRedundant(yielding_thread, winner);
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}
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}
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/*
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* YieldThreadAndWaitForLoadBalancing takes a thread and moves it out of the scheduling queue
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* and into the suggested queue. If no thread can be squeduled afterwards in that core,
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* a suggested thread is obtained instead.
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* This operation can be redundant and no scheduling is changed if marked as so.
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*/
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void GlobalScheduler::YieldThreadAndWaitForLoadBalancing(Thread* yielding_thread) {
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void GlobalScheduler::YieldThreadAndWaitForLoadBalancing(Thread* yielding_thread) {
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// Note: caller should check if !thread.IsSchedulerOperationRedundant and use critical section,
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// Note: caller should check if !thread.IsSchedulerOperationRedundant and use critical section,
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// etc.
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// etc.
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@ -256,8 +234,8 @@ void GlobalScheduler::YieldThreadAndWaitForLoadBalancing(Thread* yielding_thread
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void GlobalScheduler::AskForReselectionOrMarkRedundant(Thread* current_thread, Thread* winner) {
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void GlobalScheduler::AskForReselectionOrMarkRedundant(Thread* current_thread, Thread* winner) {
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if (current_thread == winner) {
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if (current_thread == winner) {
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// Nintendo (not us) has a nullderef bug on current_thread->owner, but which is never
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// TODO(blinkhawk): manage redundant operations, this is not implemented.
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// triggered.
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// as its mostly an optimization.
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// current_thread->SetRedundantSchedulerOperation();
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// current_thread->SetRedundantSchedulerOperation();
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} else {
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} else {
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reselection_pending.store(true, std::memory_order_release);
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reselection_pending.store(true, std::memory_order_release);
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@ -48,14 +48,12 @@ public:
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}
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}
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void Schedule(u32 priority, u32 core, Thread* thread) {
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void Schedule(u32 priority, u32 core, Thread* thread) {
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ASSERT_MSG(thread->GetProcessorID() == core,
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ASSERT_MSG(thread->GetProcessorID() == core, "Thread must be assigned to this core.");
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"Thread must be assigned to this core.");
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scheduled_queue[core].add(thread, priority);
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scheduled_queue[core].add(thread, priority);
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}
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}
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void SchedulePrepend(u32 priority, u32 core, Thread* thread) {
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void SchedulePrepend(u32 priority, u32 core, Thread* thread) {
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ASSERT_MSG(thread->GetProcessorID() == core,
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ASSERT_MSG(thread->GetProcessorID() == core, "Thread must be assigned to this core.");
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"Thread must be assigned to this core.");
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scheduled_queue[core].add(thread, priority, false);
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scheduled_queue[core].add(thread, priority, false);
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}
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}
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@ -84,17 +82,47 @@ public:
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Suggest(priority, source_core, thread);
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Suggest(priority, source_core, thread);
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}
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}
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/*
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* UnloadThread selects a core and forces it to unload its current thread's context
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*/
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void UnloadThread(s32 core);
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void UnloadThread(s32 core);
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void SelectThreads();
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/*
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* SelectThread takes care of selecting the new scheduled thread.
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* It does it in 3 steps:
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* - First a thread is selected from the top of the priority queue. If no thread
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* is obtained then we move to step two, else we are done.
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* - Second we try to get a suggested thread that's not assigned to any core or
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* that is not the top thread in that core.
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* - Third is no suggested thread is found, we do a second pass and pick a running
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* thread in another core and swap it with its current thread.
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*/
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void SelectThread(u32 core);
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void SelectThread(u32 core);
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bool HaveReadyThreads(u32 core_id) {
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bool HaveReadyThreads(u32 core_id) {
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return !scheduled_queue[core_id].empty();
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return !scheduled_queue[core_id].empty();
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}
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}
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/*
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* YieldThread takes a thread and moves it to the back of the it's priority list
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* This operation can be redundant and no scheduling is changed if marked as so.
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*/
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void YieldThread(Thread* thread);
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void YieldThread(Thread* thread);
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/*
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* YieldThreadAndBalanceLoad takes a thread and moves it to the back of the it's priority list.
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* Afterwards, tries to pick a suggested thread from the suggested queue that has worse time or
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* a better priority than the next thread in the core.
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* This operation can be redundant and no scheduling is changed if marked as so.
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*/
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void YieldThreadAndBalanceLoad(Thread* thread);
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void YieldThreadAndBalanceLoad(Thread* thread);
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/*
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* YieldThreadAndWaitForLoadBalancing takes a thread and moves it out of the scheduling queue
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* and into the suggested queue. If no thread can be squeduled afterwards in that core,
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* a suggested thread is obtained instead.
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* This operation can be redundant and no scheduling is changed if marked as so.
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*/
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void YieldThreadAndWaitForLoadBalancing(Thread* thread);
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void YieldThreadAndWaitForLoadBalancing(Thread* thread);
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u32 CpuCoresCount() const {
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u32 CpuCoresCount() const {
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