// Copyright 2020 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include "common/assert.h" #include "core/hardware_properties.h" #include "core/hle/kernel/k_spin_lock.h" #include "core/hle/kernel/k_thread.h" #include "core/hle/kernel/kernel.h" namespace Kernel { class KernelCore; template class KAbstractSchedulerLock { public: explicit KAbstractSchedulerLock(KernelCore& kernel_) : kernel{kernel_} {} bool IsLockedByCurrentThread() const { return owner_thread == GetCurrentThreadPointer(kernel); } void Lock() { if (IsLockedByCurrentThread()) { // If we already own the lock, we can just increment the count. ASSERT(lock_count > 0); lock_count++; } else { // Otherwise, we want to disable scheduling and acquire the spinlock. SchedulerType::DisableScheduling(kernel); spin_lock.Lock(); // For debug, ensure that our state is valid. ASSERT(lock_count == 0); ASSERT(owner_thread == nullptr); // Increment count, take ownership. lock_count = 1; owner_thread = GetCurrentThreadPointer(kernel); } } void Unlock() { ASSERT(IsLockedByCurrentThread()); ASSERT(lock_count > 0); // Release an instance of the lock. if ((--lock_count) == 0) { // We're no longer going to hold the lock. Take note of what cores need scheduling. const u64 cores_needing_scheduling = SchedulerType::UpdateHighestPriorityThreads(kernel); // Note that we no longer hold the lock, and unlock the spinlock. owner_thread = nullptr; spin_lock.Unlock(); // Enable scheduling, and perform a rescheduling operation. SchedulerType::EnableScheduling(kernel, cores_needing_scheduling); } } private: KernelCore& kernel; KAlignedSpinLock spin_lock{}; s32 lock_count{}; KThread* owner_thread{}; }; } // namespace Kernel