kernel: refactored function naming to remove "__" prefix

This commit is contained in:
bunnei 2014-05-22 19:06:12 -04:00
parent ac21e8f2db
commit d26f3d4c1f
6 changed files with 75 additions and 65 deletions

View file

@ -64,28 +64,33 @@ Thread* g_current_thread;
/// Gets the current thread
inline Thread* __GetCurrentThread() {
inline Thread* GetCurrentThread() {
return g_current_thread;
}
/// Gets the current thread handle
Handle GetCurrentThreadHandle() {
return GetCurrentThread()->GetHandle();
}
/// Sets the current thread
inline void __SetCurrentThread(Thread* t) {
inline void SetCurrentThread(Thread* t) {
g_current_thread = t;
g_current_thread_handle = t->GetHandle();
}
/// Saves the current CPU context
void __SaveContext(ThreadContext& ctx) {
void SaveContext(ThreadContext& ctx) {
Core::g_app_core->SaveContext(ctx);
}
/// Loads a CPU context
void __LoadContext(ThreadContext& ctx) {
void LoadContext(ThreadContext& ctx) {
Core::g_app_core->LoadContext(ctx);
}
/// Resets a thread
void __ResetThread(Thread* t, u32 arg, s32 lowest_priority) {
void ResetThread(Thread* t, u32 arg, s32 lowest_priority) {
memset(&t->context, 0, sizeof(ThreadContext));
t->context.cpu_registers[0] = arg;
@ -101,7 +106,7 @@ void __ResetThread(Thread* t, u32 arg, s32 lowest_priority) {
}
/// Change a thread to "ready" state
void __ChangeReadyState(Thread* t, bool ready) {
void ChangeReadyState(Thread* t, bool ready) {
Handle handle = t->GetHandle();
if (t->IsReady()) {
if (!ready) {
@ -118,11 +123,11 @@ void __ChangeReadyState(Thread* t, bool ready) {
}
/// Changes a threads state
void __ChangeThreadState(Thread* t, ThreadStatus new_status) {
void ChangeThreadState(Thread* t, ThreadStatus new_status) {
if (!t || t->status == new_status) {
return;
}
__ChangeReadyState(t, (new_status & THREADSTATUS_READY) != 0);
ChangeReadyState(t, (new_status & THREADSTATUS_READY) != 0);
t->status = new_status;
if (new_status == THREADSTATUS_WAIT) {
@ -133,42 +138,42 @@ void __ChangeThreadState(Thread* t, ThreadStatus new_status) {
}
/// Calls a thread by marking it as "ready" (note: will not actually execute until current thread yields)
void __CallThread(Thread* t) {
void CallThread(Thread* t) {
// Stop waiting
if (t->wait_type != WAITTYPE_NONE) {
t->wait_type = WAITTYPE_NONE;
}
__ChangeThreadState(t, THREADSTATUS_READY);
ChangeThreadState(t, THREADSTATUS_READY);
}
/// Switches CPU context to that of the specified thread
void __SwitchContext(Thread* t, const char* reason) {
Thread* cur = __GetCurrentThread();
void SwitchContext(Thread* t, const char* reason) {
Thread* cur = GetCurrentThread();
// Save context for current thread
if (cur) {
__SaveContext(cur->context);
SaveContext(cur->context);
if (cur->IsRunning()) {
__ChangeReadyState(cur, true);
ChangeReadyState(cur, true);
}
}
// Load context of new thread
if (t) {
__SetCurrentThread(t);
__ChangeReadyState(t, false);
SetCurrentThread(t);
ChangeReadyState(t, false);
t->status = (t->status | THREADSTATUS_RUNNING) & ~THREADSTATUS_READY;
t->wait_type = WAITTYPE_NONE;
__LoadContext(t->context);
LoadContext(t->context);
} else {
__SetCurrentThread(NULL);
SetCurrentThread(NULL);
}
}
/// Gets the next thread that is ready to be run by priority
Thread* __NextThread() {
Thread* NextThread() {
Handle next;
Thread* cur = __GetCurrentThread();
Thread* cur = GetCurrentThread();
if (cur && cur->IsRunning()) {
next = g_thread_ready_queue.pop_first_better(cur->current_priority);
@ -183,9 +188,9 @@ Thread* __NextThread() {
/// Puts a thread in the wait state for the given type/reason
void WaitCurThread(WaitType wait_type, const char* reason) {
Thread* t = __GetCurrentThread();
Thread* t = GetCurrentThread();
t->wait_type = wait_type;
__ChangeThreadState(t, ThreadStatus(THREADSTATUS_WAIT | (t->status & THREADSTATUS_SUSPEND)));
ChangeThreadState(t, ThreadStatus(THREADSTATUS_WAIT | (t->status & THREADSTATUS_SUSPEND)));
}
/// Resumes a thread from waiting by marking it as "ready"
@ -195,7 +200,7 @@ void ResumeThreadFromWait(Handle handle) {
if (t) {
t->status &= ~THREADSTATUS_WAIT;
if (!(t->status & (THREADSTATUS_WAITSUSPEND | THREADSTATUS_DORMANT | THREADSTATUS_DEAD))) {
__ChangeReadyState(t, true);
ChangeReadyState(t, true);
}
}
}
@ -256,7 +261,7 @@ Handle CreateThread(const char* name, u32 entry_point, s32 priority, u32 arg, s3
Thread* t = CreateThread(handle, name, entry_point, priority, processor_id, stack_top,
stack_size);
__ResetThread(t, arg, 0);
ResetThread(t, arg, 0);
HLE::EatCycles(32000);
@ -264,16 +269,11 @@ Handle CreateThread(const char* name, u32 entry_point, s32 priority, u32 arg, s3
// Technically, this should not eat all at once, and reschedule in the middle, but that's hard.
HLE::ReSchedule("thread created");
__CallThread(t);
CallThread(t);
return handle;
}
/// Gets the current thread
Handle GetCurrentThread() {
return __GetCurrentThread()->GetHandle();
}
/// Sets up the primary application thread
Handle SetupMainThread(s32 priority, int stack_size) {
Handle handle;
@ -282,33 +282,33 @@ Handle SetupMainThread(s32 priority, int stack_size) {
Thread* t = CreateThread(handle, "main", Core::g_app_core->GetPC(), priority,
THREADPROCESSORID_0, Memory::SCRATCHPAD_VADDR_END, stack_size);
__ResetThread(t, 0, 0);
ResetThread(t, 0, 0);
// If running another thread already, set it to "ready" state
Thread* cur = __GetCurrentThread();
Thread* cur = GetCurrentThread();
if (cur && cur->IsRunning()) {
__ChangeReadyState(cur, true);
ChangeReadyState(cur, true);
}
// Run new "main" thread
__SetCurrentThread(t);
SetCurrentThread(t);
t->status = THREADSTATUS_RUNNING;
__LoadContext(t->context);
LoadContext(t->context);
return handle;
}
/// Reschedules to the next available thread (call after current thread is suspended)
void Reschedule(const char* reason) {
Thread* prev = __GetCurrentThread();
Thread* next = __NextThread();
Thread* prev = GetCurrentThread();
Thread* next = NextThread();
if (next > 0) {
__SwitchContext(next, reason);
SwitchContext(next, reason);
// Hack - automatically change previous thread (which would have been in "wait" state) to
// "ready" state, so that we can immediately resume to it when new thread yields. FixMe to
// actually wait for whatever event it is supposed to be waiting on.
__ChangeReadyState(prev, true);
ChangeReadyState(prev, true);
}
}