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https://github.com/Zelda64Recomp/Zelda64Recomp.git
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39 lines
1.8 KiB
C++
39 lines
1.8 KiB
C++
#include "ultramodern.hpp"
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void ultramodern::schedule_running_thread(RDRAM_ARG PTR(OSThread) t_) {
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debug_printf("[Scheduling] Adding thread %d to the running queue\n", TO_PTR(OSThread, t_)->id);
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thread_queue_insert(PASS_RDRAM running_queue, t_);
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TO_PTR(OSThread, t_)->state = OSThreadState::QUEUED;
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}
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void swap_to_thread(RDRAM_ARG OSThread *to) {
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debug_printf("[Scheduling] Thread %d giving execution to thread %d\n", TO_PTR(OSThread, ultramodern::this_thread())->id, to->id);
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// Insert this thread in the running queue.
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ultramodern::thread_queue_insert(PASS_RDRAM ultramodern::running_queue, ultramodern::this_thread());
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TO_PTR(OSThread, ultramodern::this_thread())->state = OSThreadState::QUEUED;
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// Unpause the target thread and wait for this one to be unpaused.
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ultramodern::resume_thread_and_wait(PASS_RDRAM to);
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}
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void ultramodern::check_running_queue(RDRAM_ARG1) {
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// Check if there are any threads in the running queue.
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if (!thread_queue_empty(PASS_RDRAM running_queue)) {
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// Check if the highest priority thread in the queue is higher priority than the current thread.
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OSThread* next_thread = TO_PTR(OSThread, ultramodern::thread_queue_peek(PASS_RDRAM running_queue));
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OSThread* self = TO_PTR(OSThread, ultramodern::this_thread());
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if (next_thread->priority > self->priority) {
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ultramodern::thread_queue_pop(PASS_RDRAM running_queue);
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// Swap to the higher priority thread.
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swap_to_thread(PASS_RDRAM next_thread);
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}
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}
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}
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extern "C" void pause_self(RDRAM_ARG1) {
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while (true) {
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// Wait until an external message arrives, then allow the next thread to run.
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ultramodern::wait_for_external_message(PASS_RDRAM1);
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ultramodern::check_running_queue(PASS_RDRAM1);
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}
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}
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