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scheduler: Only work steal higher priority threads from other cores
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3476830b26
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@ -170,16 +170,6 @@ void Scheduler::UnscheduleThread(Thread* thread, u32 priority) {
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ready_queue.remove(priority, thread);
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ready_queue.remove(priority, thread);
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}
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}
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void Scheduler::MoveThreadToBackOfPriorityQueue(Thread* thread, u32 priority) {
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std::lock_guard<std::mutex> lock(scheduler_mutex);
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// Thread is not in queue
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ASSERT(ready_queue.contains(thread) != -1);
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ready_queue.remove(priority, thread);
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ready_queue.push_back(priority, thread);
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}
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void Scheduler::SetThreadPriority(Thread* thread, u32 priority) {
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void Scheduler::SetThreadPriority(Thread* thread, u32 priority) {
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std::lock_guard<std::mutex> lock(scheduler_mutex);
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std::lock_guard<std::mutex> lock(scheduler_mutex);
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@ -190,12 +180,13 @@ void Scheduler::SetThreadPriority(Thread* thread, u32 priority) {
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ready_queue.prepare(priority);
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ready_queue.prepare(priority);
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}
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}
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Thread* Scheduler::GetNextSuggestedThread(u32 core) const {
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Thread* Scheduler::GetNextSuggestedThread(u32 core, u32 maximum_priority) const {
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std::lock_guard<std::mutex> lock(scheduler_mutex);
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std::lock_guard<std::mutex> lock(scheduler_mutex);
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const u32 mask = 1U << core;
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const u32 mask = 1U << core;
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return ready_queue.get_first_filter(
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return ready_queue.get_first_filter([mask, maximum_priority](Thread const* thread) {
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[mask](Thread const* thread) { return (thread->GetAffinityMask() & mask) != 0; });
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return (thread->GetAffinityMask() & mask) != 0 && thread->GetPriority() < maximum_priority;
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});
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}
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}
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void Scheduler::YieldWithoutLoadBalancing(Thread* thread) {
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void Scheduler::YieldWithoutLoadBalancing(Thread* thread) {
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@ -206,9 +197,10 @@ void Scheduler::YieldWithoutLoadBalancing(Thread* thread) {
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// Sanity check that the priority is valid
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// Sanity check that the priority is valid
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ASSERT(thread->GetPriority() < THREADPRIO_COUNT);
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ASSERT(thread->GetPriority() < THREADPRIO_COUNT);
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// Yield this thread
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// Yield this thread -- sleep for zero time and force reschedule to different thread
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WaitCurrentThread_Sleep();
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GetCurrentThread()->WakeAfterDelay(0);
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Reschedule();
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Reschedule();
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MoveThreadToBackOfPriorityQueue(thread, thread->GetPriority());
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}
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}
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void Scheduler::YieldWithLoadBalancing(Thread* thread) {
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void Scheduler::YieldWithLoadBalancing(Thread* thread) {
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@ -222,9 +214,9 @@ void Scheduler::YieldWithLoadBalancing(Thread* thread) {
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// Sanity check that the priority is valid
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// Sanity check that the priority is valid
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ASSERT(priority < THREADPRIO_COUNT);
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ASSERT(priority < THREADPRIO_COUNT);
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// Reschedule thread to end of queue.
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// Sleep for zero time to be able to force reschedule to different thread
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Reschedule();
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WaitCurrentThread_Sleep();
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MoveThreadToBackOfPriorityQueue(thread, priority);
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GetCurrentThread()->WakeAfterDelay(0);
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Thread* suggested_thread = nullptr;
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Thread* suggested_thread = nullptr;
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@ -235,16 +227,20 @@ void Scheduler::YieldWithLoadBalancing(Thread* thread) {
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continue;
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continue;
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const auto res =
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const auto res =
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Core::System::GetInstance().CpuCore(cur_core).Scheduler().GetNextSuggestedThread(core);
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Core::System::GetInstance().CpuCore(cur_core).Scheduler().GetNextSuggestedThread(
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if (res != nullptr) {
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core, priority);
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if (res != nullptr &&
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(suggested_thread == nullptr || suggested_thread->GetPriority() > res->GetPriority())) {
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suggested_thread = res;
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suggested_thread = res;
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break;
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}
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}
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}
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}
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// If a suggested thread was found, queue that for this core
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// If a suggested thread was found, queue that for this core
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if (suggested_thread != nullptr)
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if (suggested_thread != nullptr)
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suggested_thread->ChangeCore(core, suggested_thread->GetAffinityMask());
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suggested_thread->ChangeCore(core, suggested_thread->GetAffinityMask());
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// Perform actual yielding.
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Reschedule();
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}
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}
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void Scheduler::YieldAndWaitForLoadBalancing(Thread* thread) {
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void Scheduler::YieldAndWaitForLoadBalancing(Thread* thread) {
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@ -48,14 +48,11 @@ public:
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/// Unschedules a thread that was already scheduled
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/// Unschedules a thread that was already scheduled
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void UnscheduleThread(Thread* thread, u32 priority);
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void UnscheduleThread(Thread* thread, u32 priority);
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/// Moves a thread to the back of the current priority queue
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void MoveThreadToBackOfPriorityQueue(Thread* thread, u32 priority);
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/// Sets the priority of a thread in the scheduler
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/// Sets the priority of a thread in the scheduler
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void SetThreadPriority(Thread* thread, u32 priority);
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void SetThreadPriority(Thread* thread, u32 priority);
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/// Gets the next suggested thread for load balancing
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/// Gets the next suggested thread for load balancing
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Thread* GetNextSuggestedThread(u32 core) const;
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Thread* GetNextSuggestedThread(u32 core, u32 minimum_priority) const;
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/**
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/**
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* YieldWithoutLoadBalancing -- analogous to normal yield on a system
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* YieldWithoutLoadBalancing -- analogous to normal yield on a system
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@ -984,20 +984,16 @@ static void SleepThread(s64 nanoseconds) {
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scheduler.YieldAndWaitForLoadBalancing(GetCurrentThread());
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scheduler.YieldAndWaitForLoadBalancing(GetCurrentThread());
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break;
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break;
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default:
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default:
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UNREACHABLE_MSG(
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UNREACHABLE_MSG("Unimplemented sleep yield type '{:016X}'!", nanoseconds);
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"Unimplemented sleep yield type '{:016X}'! Falling back to forced reschedule...",
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nanoseconds);
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}
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}
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} else {
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// Sleep current thread and check for next thread to schedule
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WaitCurrentThread_Sleep();
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nanoseconds = 0;
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// Create an event to wake the thread up after the specified nanosecond delay has passed
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GetCurrentThread()->WakeAfterDelay(nanoseconds);
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}
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}
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// Sleep current thread and check for next thread to schedule
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WaitCurrentThread_Sleep();
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// Create an event to wake the thread up after the specified nanosecond delay has passed
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GetCurrentThread()->WakeAfterDelay(nanoseconds);
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Core::System::GetInstance().PrepareReschedule();
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Core::System::GetInstance().PrepareReschedule();
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}
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}
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