Scheduler_Void_or_thread _Scheduler_priority_Update_priority( const Scheduler_Control *scheduler, Thread_Control *the_thread ) { Scheduler_priority_Context *context; Scheduler_priority_Node *node; unsigned int priority; bool prepend_it; if ( !_Thread_Is_ready( the_thread ) ) { /* Nothing to do */ SCHEDULER_RETURN_VOID_OR_NULL; } node = _Scheduler_priority_Thread_get_node( the_thread ); priority = (unsigned int ) _Scheduler_Node_get_priority( &node->Base, &prepend_it ); if ( priority == node->Ready_queue.current_priority ) { /* Nothing to do */ SCHEDULER_RETURN_VOID_OR_NULL; } context = _Scheduler_priority_Get_context( scheduler ); _Scheduler_priority_Ready_queue_extract( &the_thread->Object.Node, &node->Ready_queue, &context->Bit_map ); _Scheduler_priority_Ready_queue_update( &node->Ready_queue, priority, &context->Bit_map, &context->Ready[ 0 ] ); if ( prepend_it ) { _Scheduler_priority_Ready_queue_enqueue_first( &the_thread->Object.Node, &node->Ready_queue, &context->Bit_map ); } else { _Scheduler_priority_Ready_queue_enqueue( &the_thread->Object.Node, &node->Ready_queue, &context->Bit_map ); } _Scheduler_priority_Schedule_body( scheduler, the_thread, false ); SCHEDULER_RETURN_VOID_OR_NULL; }
Scheduler_Void_or_thread _Scheduler_priority_Unblock ( const Scheduler_Control *scheduler, Thread_Control *the_thread ) { Scheduler_priority_Context *context; Scheduler_priority_Node *node; unsigned int priority; bool prepend_it; context = _Scheduler_priority_Get_context( scheduler ); node = _Scheduler_priority_Thread_get_node( the_thread ); priority = (unsigned int ) _Scheduler_Node_get_priority( &node->Base, &prepend_it ); (void) prepend_it; if ( priority != node->Ready_queue.current_priority ) { _Scheduler_priority_Ready_queue_update( &node->Ready_queue, priority, &context->Bit_map, &context->Ready[ 0 ] ); } _Scheduler_priority_Ready_queue_enqueue( &the_thread->Object.Node, &node->Ready_queue, &context->Bit_map ); /* TODO: flash critical section? */ /* * If the thread that was unblocked is more important than the heir, * then we have a new heir. This may or may not result in a * context switch. * * Normal case: * If the current thread is preemptible, then we need to do * a context switch. * Pseudo-ISR case: * Even if the thread isn't preemptible, if the new heir is * a pseudo-ISR system task, we need to do a context switch. */ if ( priority < _Thread_Get_priority( _Thread_Heir ) ) { _Scheduler_Update_heir( the_thread, priority == PRIORITY_PSEUDO_ISR ); } SCHEDULER_RETURN_VOID_OR_NULL; }
Scheduler_Void_or_thread _Scheduler_priority_Change_priority( const Scheduler_Control *scheduler, Thread_Control *the_thread, Priority_Control new_priority, bool prepend_it ) { Scheduler_priority_Context *context = _Scheduler_priority_Get_context( scheduler ); Scheduler_priority_Node *node = _Scheduler_priority_Thread_get_node( the_thread ); _Scheduler_priority_Ready_queue_extract( &the_thread->Object.Node, &node->Ready_queue, &context->Bit_map ); _Scheduler_priority_Ready_queue_update( &node->Ready_queue, new_priority, &context->Bit_map, &context->Ready[ 0 ] ); if ( prepend_it ) { _Scheduler_priority_Ready_queue_enqueue_first( &the_thread->Object.Node, &node->Ready_queue, &context->Bit_map ); } else { _Scheduler_priority_Ready_queue_enqueue( &the_thread->Object.Node, &node->Ready_queue, &context->Bit_map ); } SCHEDULER_RETURN_VOID_OR_NULL; }