Kernel/Mutex: Implemented priority inheritance.

The implementation is based on reverse engineering of the 3DS's kernel.

A mutex holder's priority will be temporarily boosted to the best priority among any threads that want to acquire any of its held mutexes.
When the holder releases the mutex, it's priority will be boosted to the best priority among the threads that want to acquire any of its remaining held mutexes.
This commit is contained in:
Subv 2017-01-01 16:59:30 -05:00
parent e6a7723f2f
commit 7abf185390
5 changed files with 51 additions and 31 deletions

View file

@ -6,6 +6,7 @@
#include <vector>
#include <boost/range/algorithm_ext/erase.hpp>
#include "common/assert.h"
#include "core/core.h"
#include "core/hle/kernel/kernel.h"
#include "core/hle/kernel/mutex.h"
#include "core/hle/kernel/thread.h"
@ -13,19 +14,25 @@
namespace Kernel {
/**
* Resumes a thread waiting for the specified mutex
* @param mutex The mutex that some thread is waiting on
* Boost's a thread's priority to the best priority among the thread's held mutexes.
* This prevents priority inversion via priority inheritance.
*/
static void ResumeWaitingThread(Mutex* mutex) {
// Reset mutex lock thread handle, nothing is waiting
mutex->lock_count = 0;
mutex->holding_thread = nullptr;
mutex->WakeupAllWaitingThreads();
static void UpdateThreadPriority(Thread* thread) {
s32 best_priority = THREADPRIO_LOWEST;
for (auto& mutex : thread->held_mutexes) {
if (mutex->priority < best_priority)
best_priority = mutex->priority;
}
best_priority = std::min(best_priority, thread->nominal_priority);
thread->SetPriority(best_priority);
}
void ReleaseThreadMutexes(Thread* thread) {
for (auto& mtx : thread->held_mutexes) {
ResumeWaitingThread(mtx.get());
mtx->lock_count = 0;
mtx->holding_thread = nullptr;
mtx->WakeupAllWaitingThreads();
}
thread->held_mutexes.clear();
}
@ -54,27 +61,52 @@ bool Mutex::ShouldWait(Thread* thread) const {
void Mutex::Acquire(Thread* thread) {
ASSERT_MSG(!ShouldWait(thread), "object unavailable!");
// Actually "acquire" the mutex only if we don't already have it...
// Actually "acquire" the mutex only if we don't already have it
if (lock_count == 0) {
priority = thread->current_priority;
thread->held_mutexes.insert(this);
holding_thread = std::move(thread);
holding_thread = thread;
UpdateThreadPriority(thread);
Core::System::GetInstance().PrepareReschedule();
}
lock_count++;
}
void Mutex::Release() {
// Only release if the mutex is held...
// Only release if the mutex is held
if (lock_count > 0) {
lock_count--;
// Yield to the next thread only if we've fully released the mutex...
// Yield to the next thread only if we've fully released the mutex
if (lock_count == 0) {
holding_thread->held_mutexes.erase(this);
ResumeWaitingThread(this);
UpdateThreadPriority(holding_thread.get());
holding_thread = nullptr;
WakeupAllWaitingThreads();
Core::System::GetInstance().PrepareReschedule();
}
}
}
void Mutex::AddWaitingThread(SharedPtr<Thread> thread) {
WaitObject::AddWaitingThread(thread);
// Elevate the mutex priority to the best priority
// among the priorities of all its waiting threads.
s32 best_priority = THREADPRIO_LOWEST;
for (auto& waiter : GetWaitingThreads()) {
if (waiter->current_priority < best_priority)
best_priority = waiter->current_priority;
}
if (best_priority != priority) {
priority = best_priority;
UpdateThreadPriority(holding_thread.get());
}
}
} // namespace