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	hle: kernel: Port KAbstractSchedulerLock from Mesosphere.
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				@ -154,6 +154,7 @@ add_library(core STATIC
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    hle/kernel/hle_ipc.h
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					    hle/kernel/hle_ipc.h
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    hle/kernel/k_affinity_mask.h
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					    hle/kernel/k_affinity_mask.h
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    hle/kernel/k_priority_queue.h
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					    hle/kernel/k_priority_queue.h
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					    hle/kernel/k_scheduler_lock.h
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    hle/kernel/kernel.cpp
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					    hle/kernel/kernel.cpp
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    hle/kernel/kernel.h
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					    hle/kernel/kernel.h
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    hle/kernel/memory/address_space_info.cpp
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					    hle/kernel/memory/address_space_info.cpp
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								src/core/hle/kernel/k_scheduler_lock.h
									
									
									
									
									
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								src/core/hle/kernel/k_scheduler_lock.h
									
									
									
									
									
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					// Copyright 2020 yuzu Emulator Project
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					// Licensed under GPLv2 or any later version
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					// Refer to the license.txt file included.
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					// This file references various implementation details from Atmosphere, an open-source firmware for
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					// the Nintendo Switch. Copyright 2018-2020 Atmosphere-NX.
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					#pragma once
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					#include "common/assert.h"
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					#include "common/spin_lock.h"
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					#include "core/hardware_properties.h"
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					namespace Kernel {
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					class KernelCore;
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					template <typename SchedulerType>
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					class KAbstractSchedulerLock {
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					private:
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					    KernelCore& kernel;
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					    Common::SpinLock spin_lock;
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					    s32 lock_count;
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					    Core::EmuThreadHandle owner_thread;
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					public:
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					    KAbstractSchedulerLock(KernelCore& kernel)
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					        : kernel{kernel}, spin_lock(), lock_count(0),
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					          owner_thread(Core::EmuThreadHandle::InvalidHandle()) {}
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					    bool IsLockedByCurrentThread() const {
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					        return this->owner_thread == kernel.GetCurrentEmuThreadID();
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					    }
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					    void Lock() {
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					        if (this->IsLockedByCurrentThread()) {
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					            /* If we already own the lock, we can just increment the count. */
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					            ASSERT(this->lock_count > 0);
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					            this->lock_count++;
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					        } else {
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					            /* Otherwise, we want to disable scheduling and acquire the spinlock. */
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					            SchedulerType::DisableScheduling(kernel);
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					            this->spin_lock.lock();
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					            /* For debug, ensure that our state is valid. */
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					            ASSERT(this->lock_count == 0);
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					            ASSERT(this->owner_thread == Core::EmuThreadHandle::InvalidHandle());
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					            /* Increment count, take ownership. */
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					            this->lock_count = 1;
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					            this->owner_thread = kernel.GetCurrentEmuThreadID();
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					        }
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					    }
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					    void Unlock() {
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					        ASSERT(this->IsLockedByCurrentThread());
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					        ASSERT(this->lock_count > 0);
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					        /* Release an instance of the lock. */
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					        if ((--this->lock_count) == 0) {
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					            /* We're no longer going to hold the lock. Take note of what cores need scheduling. */
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					            const u64 cores_needing_scheduling =
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					                SchedulerType::UpdateHighestPriorityThreads(kernel);
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					            Core::EmuThreadHandle leaving_thread = owner_thread;
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					            /* Note that we no longer hold the lock, and unlock the spinlock. */
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					            this->owner_thread = Core::EmuThreadHandle::InvalidHandle();
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					            this->spin_lock.unlock();
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					            /* Enable scheduling, and perform a rescheduling operation. */
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					            SchedulerType::EnableScheduling(kernel, cores_needing_scheduling, leaving_thread);
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					        }
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					    }
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					};
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					} // namespace Kernel
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