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				https://git.zaroz.cloud/nintendo-back-up/yuzu/yuzu-mainline.git
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	Use MultiLevelQueue instead of old ThreadQueueList
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				@ -107,6 +107,9 @@ public:
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        iterator_impl(const iterator_impl<false>& other)
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            : mlq(other.mlq), it(other.it), current_priority(other.current_priority) {}
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        iterator_impl(const iterator_impl<true>& other)
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            : mlq(other.mlq), it(other.it), current_priority(other.current_priority) {}
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        iterator_impl& operator=(const iterator_impl<false>& other) {
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            mlq = other.mlq;
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            it = other.it;
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@ -149,7 +152,7 @@ public:
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    using iterator = iterator_impl<false>;
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    using const_iterator = iterator_impl<true>;
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    void add(T& element, u32 priority, bool send_back = true) {
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    void add(const T& element, u32 priority, bool send_back = true) {
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        if (send_back)
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            levels[priority].push_back(element);
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        else
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@ -158,23 +161,18 @@ public:
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    }
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    void remove(const T& element, u32 priority) {
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        levels[priority].erase(ListIterateTo(levels[priority], element));
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        auto it = ListIterateTo(levels[priority], element);
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        if (it == levels[priority].end())
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            return;
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        levels[priority].erase(it);
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        if (levels[priority].empty()) {
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            used_priorities &= ~(1ULL << priority);
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        }
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    }
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    void adjust(const T& element, u32 old_priority, u32 new_priority, bool adjust_front = false) {
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        const auto new_next =
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            adjust_front ? levels[new_priority].cbegin() : levels[new_priority].cend();
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        ListSplice(levels[new_priority], new_next, levels[old_priority],
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                   ListIterateTo(levels[old_priority], element));
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        used_priorities |= 1ULL << new_priority;
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        if (levels[old_priority].empty()) {
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            used_priorities &= ~(1ULL << old_priority);
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        }
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        remove(element, old_priority);
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        add(element, new_priority, !adjust_front);
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    }
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    void adjust(const_iterator it, u32 old_priority, u32 new_priority, bool adjust_front = false) {
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        adjust(*it, old_priority, new_priority, adjust_front);
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@ -30,7 +30,7 @@ Scheduler::~Scheduler() {
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bool Scheduler::HaveReadyThreads() const {
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    std::lock_guard<std::mutex> lock(scheduler_mutex);
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    return ready_queue.get_first() != nullptr;
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    return !ready_queue.empty();
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}
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Thread* Scheduler::GetCurrentThread() const {
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@ -45,23 +45,27 @@ Thread* Scheduler::PopNextReadyThread() {
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    Thread* next = nullptr;
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    Thread* thread = GetCurrentThread();
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    if (thread && thread->GetStatus() == ThreadStatus::Running) {
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        if (ready_queue.empty())
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            return thread;
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        // We have to do better than the current thread.
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        // This call returns null when that's not possible.
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        next = ready_queue.pop_first_better(thread->GetPriority());
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        if (!next) {
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            // Otherwise just keep going with the current thread
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        next = ready_queue.front();
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        if (next == nullptr || next->GetPriority() >= thread->GetPriority()) {
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            next = thread;
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        }
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    } else {
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        next = ready_queue.pop_first();
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        if (ready_queue.empty())
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            return nullptr;
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        next = ready_queue.front();
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    }
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    return next;
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}
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void Scheduler::SwitchContext(Thread* new_thread) {
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    Thread* const previous_thread = GetCurrentThread();
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    Thread* previous_thread = GetCurrentThread();
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    Process* const previous_process = system.Kernel().CurrentProcess();
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    UpdateLastContextSwitchTime(previous_thread, previous_process);
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@ -75,7 +79,7 @@ void Scheduler::SwitchContext(Thread* new_thread) {
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        if (previous_thread->GetStatus() == ThreadStatus::Running) {
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            // This is only the case when a reschedule is triggered without the current thread
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            // yielding execution (i.e. an event triggered, system core time-sliced, etc)
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            ready_queue.push_front(previous_thread->GetPriority(), previous_thread);
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            ready_queue.add(previous_thread, previous_thread->GetPriority(), false);
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            previous_thread->SetStatus(ThreadStatus::Ready);
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        }
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    }
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@ -90,7 +94,7 @@ void Scheduler::SwitchContext(Thread* new_thread) {
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        current_thread = new_thread;
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        ready_queue.remove(new_thread->GetPriority(), new_thread);
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        ready_queue.remove(new_thread, new_thread->GetPriority());
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        new_thread->SetStatus(ThreadStatus::Running);
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        auto* const thread_owner_process = current_thread->GetOwnerProcess();
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@ -147,7 +151,6 @@ void Scheduler::AddThread(SharedPtr<Thread> thread, u32 priority) {
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    std::lock_guard<std::mutex> lock(scheduler_mutex);
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    thread_list.push_back(std::move(thread));
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    ready_queue.prepare(priority);
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}
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void Scheduler::RemoveThread(Thread* thread) {
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@ -161,33 +164,35 @@ void Scheduler::ScheduleThread(Thread* thread, u32 priority) {
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    std::lock_guard<std::mutex> lock(scheduler_mutex);
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    ASSERT(thread->GetStatus() == ThreadStatus::Ready);
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    ready_queue.push_back(priority, thread);
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    ready_queue.add(thread, priority);
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}
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void Scheduler::UnscheduleThread(Thread* thread, u32 priority) {
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    std::lock_guard<std::mutex> lock(scheduler_mutex);
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    ASSERT(thread->GetStatus() == ThreadStatus::Ready);
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    ready_queue.remove(priority, thread);
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    ready_queue.remove(thread, priority);
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}
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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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    if (thread->GetPriority() == priority)
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        return;
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    // If thread was ready, adjust queues
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    if (thread->GetStatus() == ThreadStatus::Ready)
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        ready_queue.move(thread, thread->GetPriority(), priority);
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    else
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        ready_queue.prepare(priority);
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        ready_queue.adjust(thread, thread->GetPriority(), priority);
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}
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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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    const u32 mask = 1U << core;
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    return ready_queue.get_first_filter([mask, maximum_priority](Thread const* thread) {
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        return (thread->GetAffinityMask() & mask) != 0 && thread->GetPriority() < maximum_priority;
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    });
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    for (auto& thread : ready_queue) {
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        if ((thread->GetAffinityMask() & mask) != 0 && thread->GetPriority() < maximum_priority)
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            return thread;
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    }
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    return nullptr;
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}
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void Scheduler::YieldWithoutLoadBalancing(Thread* thread) {
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@ -7,7 +7,7 @@
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#include <mutex>
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#include <vector>
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#include "common/common_types.h"
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#include "common/thread_queue_list.h"
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#include "common/multi_level_queue.h"
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#include "core/hle/kernel/object.h"
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#include "core/hle/kernel/thread.h"
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@ -156,7 +156,7 @@ private:
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    std::vector<SharedPtr<Thread>> thread_list;
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    /// Lists only ready thread ids.
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    Common::ThreadQueueList<Thread*, THREADPRIO_LOWEST + 1> ready_queue;
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    Common::MultiLevelQueue<Thread*, THREADPRIO_LOWEST + 1> ready_queue;
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    SharedPtr<Thread> current_thread = nullptr;
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