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; }
void _Scheduler_priority_Block( Thread_Control *the_thread ) { _Scheduler_priority_Ready_queue_extract( the_thread ); /* TODO: flash critical section? */ if ( _Thread_Is_heir( the_thread ) ) _Scheduler_priority_Schedule_body(); if ( _Thread_Is_executing( the_thread ) ) _Thread_Dispatch_necessary = true; }
void _Scheduler_priority_Schedule( Thread_Control *thread ) { _Scheduler_priority_Schedule_body( thread, false ); }