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https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-27 12:04:16 +01:00
various cleanups / remove unused code
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3838d46b90
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@ -427,10 +427,11 @@ std::vector<UID> g_thread_queue;
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// Lists only ready thread ids
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ThreadQueueList g_thread_ready_queue;
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UID g_current_thread;
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Thread* g_current_thread_ptr;
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const char *g_hle_current_thread_name = NULL;
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UID g_current_thread = 0;
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Thread* g_current_thread_ptr = NULL;
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const char* g_hle_current_thread_name = NULL;
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/// Creates a new thread
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Thread* __KernelCreateThread(UID& id, UID module_id, const char* name, u32 priority,
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u32 entrypoint, u32 arg, u32 stack_top, u32 processor_id, int stack_size) {
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@ -459,38 +460,25 @@ Thread* __KernelCreateThread(UID& id, UID module_id, const char* name, u32 prior
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return t;
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}
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/// Resets the specified thread back to initial calling state
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void __KernelResetThread(Thread *t, int lowest_priority) {
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t->context.reset();
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t->context.pc = t->nt.entry_point;
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// If the thread would be better than lowestPriority, reset to its initial. Yes, kinda odd...
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if (t->nt.current_priority < lowest_priority)
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if (t->nt.current_priority < lowest_priority) {
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t->nt.current_priority = t->nt.initial_priority;
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}
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//t->nt.wait_type = WAITTYPE_NONE;
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//t->nt.wait_id = 0;
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memset(&t->waitInfo, 0, sizeof(t->waitInfo));
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//t->nt.exitStatus = SCE_KERNEL_ERROR_NOT_DORMANT;
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//t->isProcessingCallbacks = false;
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//t->currentCallbackId = 0;
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//t->currentMipscallId = 0;
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//t->pendingMipsCalls.clear();
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//t->context.r[MIPS_REG_RA] = threadReturnHackAddr; //hack! TODO fix
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// TODO: Not sure if it's reset here, but this makes sense.
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//t->context.r[MIPS_REG_GP] = t->nt.gpreg;
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//t->FillStack();
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//if (!t->waitingThreads.empty())
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// ERROR_LOG(KERNEL, "Resetting thread with threads waiting on end?");
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}
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/// Returns the current executing thread
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inline Thread *__GetCurrentThread() {
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return g_current_thread_ptr;
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}
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/// Sets the current executing thread
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inline void __SetCurrentThread(Thread *thread, UID thread_id, const char *name) {
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g_current_thread = thread_id;
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g_current_thread_ptr = thread;
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@ -526,30 +514,29 @@ void __KernelChangeReadyState(UID thread_id, bool ready) {
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}
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}
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// Returns NULL if the current thread is fine.
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/// Returns NULL if the current thread is fine.
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Thread* __KernelNextThread() {
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UID bestThread;
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UID best_thread;
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// If the current thread is running, it's a valid candidate.
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Thread *cur = __GetCurrentThread();
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if (cur && cur->IsRunning()) {
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bestThread = g_thread_ready_queue.pop_first_better(cur->nt.current_priority);
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if (bestThread != 0) {
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best_thread = g_thread_ready_queue.pop_first_better(cur->nt.current_priority);
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if (best_thread != 0) {
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__KernelChangeReadyState(cur, g_current_thread, true);
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}
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} else {
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bestThread = g_thread_ready_queue.pop_first();
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best_thread = g_thread_ready_queue.pop_first();
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}
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// Assume g_thread_ready_queue has not become corrupt.
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if (bestThread != 0) {
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return g_kernel_objects.GetFast<Thread>(bestThread);
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if (best_thread != 0) {
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return g_kernel_objects.GetFast<Thread>(best_thread);
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} else {
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return NULL;
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}
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}
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// Saves the current CPU context
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/// Saves the current CPU context
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void __KernelSaveContext(ThreadContext *ctx) {
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ctx->reg[0] = Core::g_app_core->GetReg(0);
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ctx->reg[1] = Core::g_app_core->GetReg(1);
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@ -571,7 +558,7 @@ void __KernelSaveContext(ThreadContext *ctx) {
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ctx->cpsr = Core::g_app_core->GetCPSR();
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}
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// Loads a CPU context
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/// Loads a CPU context
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void __KernelLoadContext(ThreadContext *ctx) {
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Core::g_app_core->SetReg(0, ctx->reg[0]);
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Core::g_app_core->SetReg(1, ctx->reg[1]);
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@ -593,59 +580,35 @@ void __KernelLoadContext(ThreadContext *ctx) {
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Core::g_app_core->SetCPSR(ctx->cpsr);
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}
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/// Switches thread context
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void __KernelSwitchContext(Thread *target, const char *reason) {
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u32 oldPC = 0;
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UID oldUID = 0;
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const char *oldName = g_hle_current_thread_name != NULL ? g_hle_current_thread_name : "(none)";
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u32 old_pc = 0;
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UID old_uid = 0;
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const char *old_name = g_hle_current_thread_name != NULL ? g_hle_current_thread_name : "(none)";
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Thread *cur = __GetCurrentThread();
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if (cur) { // It might just have been deleted.
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__KernelSaveContext(&cur->context);
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oldPC = Core::g_app_core->GetPC();
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oldUID = cur->GetUID();
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old_pc = Core::g_app_core->GetPC();
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old_uid = cur->GetUID();
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// Normally this is taken care of in __KernelNextThread().
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if (cur->IsRunning())
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__KernelChangeReadyState(cur, oldUID, true);
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__KernelChangeReadyState(cur, old_uid, true);
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}
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if (target) {
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__SetCurrentThread(target, target->GetUID(), target->nt.name);
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__KernelChangeReadyState(target, g_current_thread, false);
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target->nt.status = (target->nt.status | THREADSTATUS_RUNNING) & ~THREADSTATUS_READY;
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__KernelLoadContext(&target->context);
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} else {
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__SetCurrentThread(NULL, 0, NULL);
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}
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#if DEBUG_LEVEL <= MAX_LOGLEVEL || DEBUG_LOG == NOTICE_LOG
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//bool fromIdle = oldUID == threadIdleID[0] || oldUID == threadIdleID[1];
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//bool toIdle = currentThread == threadIdleID[0] || currentThread == threadIdleID[1];
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//if (!(fromIdle && toIdle))
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//{
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// u64 nowCycles = CoreTiming::GetTicks();
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// s64 consumedCycles = nowCycles - lastSwitchCycles;
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// lastSwitchCycles = nowCycles;
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// DEBUG_LOG(SCEKERNEL, "Context switch: %s -> %s (%i->%i, pc: %08x->%08x, %s) +%lldus",
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// oldName, hleCurrentThreadName,
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// oldUID, currentThread,
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// oldPC, currentMIPS->pc,
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// reason,
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// cyclesToUs(consumedCycles));
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//}
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#endif
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if (target) {
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//// No longer waiting.
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//target->nt.waitType = WAITTYPE_NONE;
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//target->nt.waitID = 0;
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//__KernelExecutePendingARMCalls(target, true);
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}
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}
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/// Sets up the root (primary) thread of execution
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UID __KernelSetupRootThread(UID module_id, int arg, int prio, int stack_size) {
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UID id;
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@ -5,6 +5,7 @@
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#pragma once
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#include "common/common_types.h"
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#include "core/hle/kernel/kernel.h"
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enum ThreadStatus {
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THREADSTATUS_RUNNING = 1,
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