mirror of
https://github.com/GreemDev/Ryujinx.git
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9cb57fb4bb
* Change naming convention for Ryujinx project * Change naming convention for ChocolArm64 project * Fix NaN * Remove unneeded this. from Ryujinx project * Adjust naming from new PRs * Name changes based on feedback * How did this get removed? * Rebasing fix * Change FP enum case * Remove prefix from ChocolArm64 classes - Part 1 * Remove prefix from ChocolArm64 classes - Part 2 * Fix alignment from last commit's renaming * Rename namespaces * Rename stragglers * Fix alignment * Rename OpCode class * Missed a few * Adjust alignment
93 lines
No EOL
2.7 KiB
C#
93 lines
No EOL
2.7 KiB
C#
using ChocolArm64;
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using System.Threading;
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namespace Ryujinx.HLE.HOS.Kernel
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{
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class KRecursiveLock
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{
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private Horizon System;
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public object LockObj { get; private set; }
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private int RecursionCount;
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public KRecursiveLock(Horizon System)
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{
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this.System = System;
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LockObj = new object();
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}
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public void Lock()
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{
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Monitor.Enter(LockObj);
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RecursionCount++;
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}
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public void Unlock()
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{
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if (RecursionCount == 0)
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{
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return;
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}
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bool DoContextSwitch = false;
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if (--RecursionCount == 0)
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{
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if (System.Scheduler.ThreadReselectionRequested)
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{
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System.Scheduler.SelectThreads();
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}
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Monitor.Exit(LockObj);
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if (System.Scheduler.MultiCoreScheduling)
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{
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lock (System.Scheduler.CoreContexts)
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{
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for (int Core = 0; Core < KScheduler.CpuCoresCount; Core++)
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{
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KCoreContext CoreContext = System.Scheduler.CoreContexts[Core];
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if (CoreContext.ContextSwitchNeeded)
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{
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CpuThread CurrentHleThread = CoreContext.CurrentThread?.Context;
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if (CurrentHleThread == null)
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{
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//Nothing is running, we can perform the context switch immediately.
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CoreContext.ContextSwitch();
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}
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else if (CurrentHleThread.IsCurrentThread())
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{
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//Thread running on the current core, context switch will block.
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DoContextSwitch = true;
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}
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else
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{
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//Thread running on another core, request a interrupt.
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CurrentHleThread.RequestInterrupt();
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}
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}
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}
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}
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}
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else
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{
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DoContextSwitch = true;
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}
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}
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else
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{
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Monitor.Exit(LockObj);
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}
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if (DoContextSwitch)
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{
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System.Scheduler.ContextSwitch();
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}
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}
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}
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} |