using System.Threading;
namespace Ryujinx.HLE.HOS.Kernel.Threading
{
class KCriticalSection
private readonly KernelContext _context;
public object LockObj { get; private set; }
private int _recursionCount;
public KCriticalSection(KernelContext context)
_context = context;
LockObj = new object();
}
public void Enter()
Monitor.Enter(LockObj);
_recursionCount++;
public void Leave()
if (_recursionCount == 0)
return;
bool doContextSwitch = false;
if (--_recursionCount == 0)
if (_context.Scheduler.ThreadReselectionRequested)
_context.Scheduler.SelectThreads();
Monitor.Exit(LockObj);
if (_context.Scheduler.MultiCoreScheduling)
lock (_context.Scheduler.CoreContexts)
for (int core = 0; core < KScheduler.CpuCoresCount; core++)
KCoreContext coreContext = _context.Scheduler.CoreContexts[core];
if (coreContext.ContextSwitchNeeded)
KThread currentThread = coreContext.CurrentThread;
if (currentThread == null)
// Nothing is running, we can perform the context switch immediately.
coreContext.ContextSwitch();
else if (currentThread.IsCurrentHostThread())
// Thread running on the current core, context switch will block.
doContextSwitch = true;
else
// Thread running on another core, request a interrupt.
currentThread.Context.RequestInterrupt();
if (doContextSwitch)
_context.Scheduler.ContextSwitch();