#include #include #include #include #include "ultra64.h" #include "ultramodern.hpp" // Native APIs only used to set thread names for easier debugging #ifdef _WIN32 #include #endif extern "C" void bootproc(); thread_local bool is_main_thread = false; // Whether this thread is part of the game (i.e. the start thread or one spawned by osCreateThread) thread_local bool is_game_thread = false; thread_local PTR(OSThread) thread_self = NULLPTR; void ultramodern::set_main_thread() { ::is_game_thread = true; is_main_thread = true; } bool ultramodern::is_game_thread() { return ::is_game_thread; } #if 0 int main(int argc, char** argv) { ultramodern::set_main_thread(); bootproc(); } #endif #if 1 void run_thread_function(uint8_t* rdram, uint64_t addr, uint64_t sp, uint64_t arg); #else #define run_thread_function(func, sp, arg) func(arg) #endif struct thread_terminated : std::exception {}; #if defined(_WIN32) void ultramodern::set_native_thread_name(const std::string& name) { std::wstring wname{name.begin(), name.end()}; HRESULT r; r = SetThreadDescription( GetCurrentThread(), wname.c_str() ); } void ultramodern::set_native_thread_priority(ThreadPriority pri) { int nPriority = THREAD_PRIORITY_NORMAL; // Convert ThreadPriority to Win32 priority switch (pri) { case ThreadPriority::Low: nPriority = THREAD_PRIORITY_BELOW_NORMAL; break; case ThreadPriority::Normal: nPriority = THREAD_PRIORITY_NORMAL; break; case ThreadPriority::High: nPriority = THREAD_PRIORITY_ABOVE_NORMAL; break; case ThreadPriority::VeryHigh: nPriority = THREAD_PRIORITY_HIGHEST; break; case ThreadPriority::Critical: nPriority = THREAD_PRIORITY_TIME_CRITICAL; break; default: throw std::runtime_error("Invalid thread priority!"); break; } // SetThreadPriority(GetCurrentThread(), nPriority); } #elif defined(__linux__) void ultramodern::set_native_thread_name(const std::string& name) { pthread_setname_np(pthread_self(), name.c_str()); } void ultramodern::set_native_thread_priority(ThreadPriority pri) { // TODO linux thread priority printf("set_native_thread_priority unimplemented\n"); // int nPriority = THREAD_PRIORITY_NORMAL; // // Convert ThreadPriority to Win32 priority // switch (pri) { // case ThreadPriority::Low: // nPriority = THREAD_PRIORITY_BELOW_NORMAL; // break; // case ThreadPriority::Normal: // nPriority = THREAD_PRIORITY_NORMAL; // break; // case ThreadPriority::High: // nPriority = THREAD_PRIORITY_ABOVE_NORMAL; // break; // case ThreadPriority::VeryHigh: // nPriority = THREAD_PRIORITY_HIGHEST; // break; // case ThreadPriority::Critical: // nPriority = THREAD_PRIORITY_TIME_CRITICAL; // break; // default: // throw std::runtime_error("Invalid thread priority!"); // break; // } } #endif std::atomic_int temporary_threads = 0; std::atomic_int permanent_threads = 0; static void _thread_func(RDRAM_ARG PTR(OSThread) self_, PTR(thread_func_t) entrypoint, PTR(void) arg) { OSThread *self = TO_PTR(OSThread, self_); debug_printf("[Thread] Thread created: %d\n", self->id); thread_self = self_; is_game_thread = true; // Set the thread name ultramodern::set_native_thread_name("Game Thread " + std::to_string(self->id)); ultramodern::set_native_thread_priority(ultramodern::ThreadPriority::High); // TODO fix these being hardcoded (this is only used for quicksaving) if ((self->id == 2 && self->priority == 5) || self->id == 13) { // slowly, flashrom temporary_threads.fetch_add(1); } else if (self->id != 1 && self->id != 2) { // ignore idle and fault permanent_threads.fetch_add(1); } // Set initialized to false to indicate that this thread can be started. self->context->initialized.store(true); self->context->initialized.notify_all(); debug_printf("[Thread] Thread waiting to be started: %d\n", self->id); // Wait until the thread is marked as running. ultramodern::set_self_paused(PASS_RDRAM1); ultramodern::wait_for_resumed(PASS_RDRAM1); debug_printf("[Thread] Thread started: %d\n", self->id); try { // Run the thread's function with the provided argument. run_thread_function(PASS_RDRAM entrypoint, self->sp, arg); } catch (thread_terminated& terminated) { } // Dispose of this thread after it completes. ultramodern::cleanup_thread(self); // TODO fix these being hardcoded (this is only used for quicksaving) if ((self->id == 2 && self->priority == 5) || self->id == 13) { // slowly, flashrom temporary_threads.fetch_sub(1); } } uint32_t ultramodern::permanent_thread_count() { return permanent_threads.load(); } uint32_t ultramodern::temporary_thread_count() { return temporary_threads.load(); } extern "C" void osStartThread(RDRAM_ARG PTR(OSThread) t_) { OSThread* t = TO_PTR(OSThread, t_); debug_printf("[os] Start Thread %d\n", t->id); // Wait until the thread is initialized to indicate that it's action_queued to be started. t->context->initialized.wait(false); debug_printf("[os] Thread %d is ready to be started\n", t->id); if (thread_self && (t->priority > TO_PTR(OSThread, thread_self)->priority)) { ultramodern::swap_to_thread(PASS_RDRAM t); } else { ultramodern::schedule_running_thread(t); } } extern "C" void osCreateThread(RDRAM_ARG PTR(OSThread) t_, OSId id, PTR(thread_func_t) entrypoint, PTR(void) arg, PTR(void) sp, OSPri pri) { debug_printf("[os] Create Thread %d\n", id); OSThread *t = TO_PTR(OSThread, t_); t->next = NULLPTR; t->priority = pri; t->id = id; t->state = OSThreadState::PAUSED; t->sp = sp - 0x10; // Set up the first stack frame t->destroyed = false; // Spawn a new thread, which will immediately pause itself and wait until it's been started. t->context = new UltraThreadContext{}; t->context->initialized.store(false); t->context->running.store(false); t->context->host_thread = std::thread{_thread_func, PASS_RDRAM t_, entrypoint, arg}; } extern "C" void osStopThread(RDRAM_ARG PTR(OSThread) t_) { assert(false); } extern "C" void osDestroyThread(RDRAM_ARG PTR(OSThread) t_) { // Check if the thread is destroying itself (arg is null or thread_self) if (t_ == NULLPTR || t_ == thread_self) { throw thread_terminated{}; } // Otherwise, mark the target thread as destroyed. Next time it reaches a stopping point, // it'll check this and terminate itself instead of pausing. else { OSThread* t = TO_PTR(OSThread, t_); t->destroyed = true; } } extern "C" void osSetThreadPri(RDRAM_ARG PTR(OSThread) t, OSPri pri) { if (t == NULLPTR) { t = thread_self; } bool pause_self = false; if (pri > TO_PTR(OSThread, thread_self)->priority) { pause_self = true; ultramodern::set_self_paused(PASS_RDRAM1); } else if (t == thread_self && pri < TO_PTR(OSThread, thread_self)->priority) { pause_self = true; ultramodern::set_self_paused(PASS_RDRAM1); } ultramodern::reprioritize_thread(TO_PTR(OSThread, t), pri); if (pause_self) { ultramodern::wait_for_resumed(PASS_RDRAM1); } } extern "C" OSPri osGetThreadPri(RDRAM_ARG PTR(OSThread) t) { if (t == NULLPTR) { t = thread_self; } return TO_PTR(OSThread, t)->priority; } extern "C" OSId osGetThreadId(RDRAM_ARG PTR(OSThread) t) { if (t == NULLPTR) { t = thread_self; } return TO_PTR(OSThread, t)->id; } // TODO yield thread, need a stable priority queue in the scheduler void ultramodern::set_self_paused(RDRAM_ARG1) { debug_printf("[Thread] Thread pausing itself: %d\n", TO_PTR(OSThread, thread_self)->id); TO_PTR(OSThread, thread_self)->state = OSThreadState::PAUSED; TO_PTR(OSThread, thread_self)->context->running.store(false); TO_PTR(OSThread, thread_self)->context->running.notify_all(); } void check_destroyed(OSThread* t) { if (t->destroyed) { throw thread_terminated{}; } } void ultramodern::wait_for_resumed(RDRAM_ARG1) { check_destroyed(TO_PTR(OSThread, thread_self)); TO_PTR(OSThread, thread_self)->context->running.wait(false); check_destroyed(TO_PTR(OSThread, thread_self)); } void ultramodern::pause_thread_impl(OSThread* t) { t->state = OSThreadState::PREEMPTED; t->context->running.store(false); t->context->running.notify_all(); } void ultramodern::resume_thread_impl(OSThread *t) { if (t->state == OSThreadState::PREEMPTED) { // Nothing to do here } t->state = OSThreadState::RUNNING; t->context->running.store(true); t->context->running.notify_all(); } PTR(OSThread) ultramodern::this_thread() { return thread_self; }