Add light events
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@ -11,6 +11,13 @@ typedef _LOCK_T LightLock;
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/// A recursive lock.
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typedef _LOCK_RECURSIVE_T RecursiveLock;
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/// A light event.
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typedef struct
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{
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s32 state; ///< State of the event: -2=cleared sticky, -1=cleared oneshot, 0=signaled oneshot, 1=signaled sticky
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LightLock lock; ///< Lock used for sticky timer operation
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} LightEvent;
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/// Performs a Data Synchronization Barrier operation.
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static inline void __dsb(void)
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{
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@ -114,3 +121,41 @@ int RecursiveLock_TryLock(RecursiveLock* lock);
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* @param lock Pointer to the lock.
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*/
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void RecursiveLock_Unlock(RecursiveLock* lock);
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/**
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* @brief Initializes a light event.
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* @param event Pointer to the event.
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* @param reset_type Type of reset the event uses (RESET_ONESHOT/RESET_STICKY).
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*/
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void LightEvent_Init(LightEvent* event, ResetType reset_type);
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/**
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* @brief Clears a light event.
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* @param event Pointer to the event.
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*/
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void LightEvent_Clear(LightEvent* event);
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/**
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* @brief Wakes up threads waiting on a sticky light event without signaling it. If the event had been signaled before, it is cleared instead.
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* @param event Pointer to the event.
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*/
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void LightEvent_Pulse(LightEvent* event);
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/**
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* @brief Signals a light event, waking up threads waiting on it.
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* @param event Pointer to the event.
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*/
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void LightEvent_Signal(LightEvent* event);
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/**
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* @brief Attempts to wait on a light event.
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* @param event Pointer to the event.
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* @return Non-zero if the event was signaled, zero otherwise.
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*/
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int LightEvent_TryWait(LightEvent* event);
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/**
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* @brief Waits on a light event.
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* @param event Pointer to the event.
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*/
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void LightEvent_Wait(LightEvent* event);
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@ -127,3 +127,92 @@ void RecursiveLock_Unlock(RecursiveLock* lock)
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LightLock_Unlock(&lock->lock);
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}
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}
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static inline void LightEvent_SetState(LightEvent* event, int state)
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{
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do
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__ldrex(&event->state);
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while (__strex(&event->state, state));
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}
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static inline int LightEvent_TryReset(LightEvent* event)
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{
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do
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{
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if (__ldrex(&event->state))
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{
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__clrex();
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return 0;
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}
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} while (__strex(&event->state, -1));
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return 1;
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}
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void LightEvent_Init(LightEvent* event, ResetType reset_type)
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{
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LightLock_Init(&event->lock);
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LightEvent_SetState(event, reset_type == RESET_STICKY ? -2 : -1);
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}
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void LightEvent_Clear(LightEvent* event)
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{
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if (event->state == 1)
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{
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LightLock_Lock(&event->lock);
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LightEvent_SetState(event, -2);
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LightLock_Unlock(&event->lock);
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} else if (event->state == 0)
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LightEvent_SetState(event, -1);
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}
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void LightEvent_Pulse(LightEvent* event)
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{
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if (event->state == -2)
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svcArbitrateAddress(arbiter, (u32)event, ARBITRATION_SIGNAL, -1, 0);
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else if (event->state == -1)
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svcArbitrateAddress(arbiter, (u32)event, ARBITRATION_SIGNAL, 1, 0);
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else
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LightEvent_Clear(event);
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}
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void LightEvent_Signal(LightEvent* event)
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{
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if (event->state == -1)
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{
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LightEvent_SetState(event, 0);
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svcArbitrateAddress(arbiter, (u32)event, ARBITRATION_SIGNAL, 1, 0);
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} else if (event->state == -2)
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{
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LightLock_Lock(&event->lock);
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LightEvent_SetState(event, 1);
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svcArbitrateAddress(arbiter, (u32)event, ARBITRATION_SIGNAL, -1, 0);
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LightLock_Unlock(&event->lock);
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}
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}
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int LightEvent_TryWait(LightEvent* event)
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{
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if (event->state == 1)
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return 1;
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return LightEvent_TryReset(event);
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}
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void LightEvent_Wait(LightEvent* event)
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{
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for (;;)
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{
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if (event->state == -2)
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{
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svcArbitrateAddress(arbiter, (u32)event, ARBITRATION_WAIT_IF_LESS_THAN, 0, 0);
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return;
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}
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if (event->state != -1)
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{
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if (event->state == 1)
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return;
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if (event->state == 0 && LightEvent_TryReset(event))
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return;
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}
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svcArbitrateAddress(arbiter, (u32)event, ARBITRATION_WAIT_IF_LESS_THAN, 0, 0);
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}
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}
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