341 lines
9.3 KiB
C
341 lines
9.3 KiB
C
//========================================================================
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// GLFW - An OpenGL framework
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// File: thread.c
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// Platform: Any
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// API version: 2.6
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// WWW: http://glfw.sourceforge.net
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//------------------------------------------------------------------------
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// Copyright (c) 2002-2006 Camilla Berglund
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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#include "internal.h"
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//************************************************************************
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//**** GLFW internal functions ****
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//************************************************************************
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//========================================================================
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// _glfwGetThreadPointer() - Find pointer to thread with a matching ID
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//========================================================================
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_GLFWthread * _glfwGetThreadPointer( int ID )
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{
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_GLFWthread *t;
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for( t = &_glfwThrd.First; t != NULL; t = t->Next )
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{
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if( t->ID == ID )
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{
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break;
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}
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}
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return t;
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}
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//========================================================================
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// _glfwAppendThread() - Append thread to thread list
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//========================================================================
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void _glfwAppendThread( _GLFWthread * t )
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{
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_GLFWthread *t_tmp;
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t_tmp = &_glfwThrd.First;
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while( t_tmp->Next != NULL )
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{
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t_tmp = t_tmp->Next;
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}
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t_tmp->Next = t;
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t->Previous = t_tmp;
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t->Next = NULL;
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}
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//========================================================================
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// _glfwRemoveThread() - Remove thread from thread list
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//========================================================================
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void _glfwRemoveThread( _GLFWthread * t )
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{
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if( t->Previous != NULL )
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{
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t->Previous->Next = t->Next;
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}
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if( t->Next != NULL )
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{
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t->Next->Previous = t->Previous;
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}
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free( (void *) t );
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}
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//************************************************************************
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//**** GLFW user functions ****
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//************************************************************************
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//========================================================================
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// glfwCreateThread() - Create a new thread
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//========================================================================
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GLFWAPI GLFWthread GLFWAPIENTRY glfwCreateThread( GLFWthreadfun fun,
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void *arg )
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{
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// Is GLFW initialized?
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if( !_glfwInitialized )
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{
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return -1;
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}
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// Return the GLFW thread ID
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return _glfwPlatformCreateThread( fun, arg );
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}
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//========================================================================
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// glfwDestroyThread() - Kill a thread. NOTE: THIS IS A VERY DANGEROUS
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// OPERATION, AND SHOULD NOT BE USED EXCEPT IN EXTREME SITUATIONS!
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//========================================================================
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GLFWAPI void GLFWAPIENTRY glfwDestroyThread( GLFWthread ID )
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{
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// Is GLFW initialized?
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if( !_glfwInitialized )
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{
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return;
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}
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// Is it a valid thread? (killing the main thread is not allowed)
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if( ID < 1 )
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{
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return;
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}
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_glfwPlatformDestroyThread( ID );
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}
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//========================================================================
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// glfwWaitThread() - Wait for a thread to die
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//========================================================================
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GLFWAPI int GLFWAPIENTRY glfwWaitThread( GLFWthread ID, int waitmode )
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{
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// Is GLFW initialized?
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if( !_glfwInitialized )
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{
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return GL_TRUE;
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}
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// Is it a valid thread? (waiting for the main thread is not allowed)
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if( ID < 1 )
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{
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return GL_TRUE;
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}
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return _glfwPlatformWaitThread( ID, waitmode );
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}
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//========================================================================
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// glfwGetThreadID() - Return the thread ID for the current thread
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//========================================================================
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GLFWAPI GLFWthread GLFWAPIENTRY glfwGetThreadID( void )
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{
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// Is GLFW initialized?
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if( !_glfwInitialized )
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{
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return 0;
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}
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return _glfwPlatformGetThreadID();
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}
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//========================================================================
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// glfwCreateMutex() - Create a mutual exclusion object
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//========================================================================
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GLFWAPI GLFWmutex GLFWAPIENTRY glfwCreateMutex( void )
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{
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// Is GLFW initialized?
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if( !_glfwInitialized )
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{
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return (GLFWmutex) 0;
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}
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return _glfwPlatformCreateMutex();
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}
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//========================================================================
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// glfwDestroyMutex() - Destroy a mutual exclusion object
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//========================================================================
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GLFWAPI void GLFWAPIENTRY glfwDestroyMutex( GLFWmutex mutex )
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{
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// Initialized & valid mutex (no real way of assuring this)?
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if( !_glfwInitialized || !mutex )
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{
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return;
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}
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_glfwPlatformDestroyMutex( mutex );
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}
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//========================================================================
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// glfwLockMutex() - Request access to a mutex
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//========================================================================
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GLFWAPI void GLFWAPIENTRY glfwLockMutex( GLFWmutex mutex )
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{
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// Initialized & valid mutex (no real way of assuring this)?
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if( !_glfwInitialized && !mutex )
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{
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return;
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}
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_glfwPlatformLockMutex( mutex );
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}
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//========================================================================
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// glfwUnlockMutex() - Release a mutex
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//========================================================================
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GLFWAPI void GLFWAPIENTRY glfwUnlockMutex( GLFWmutex mutex )
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{
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// Initialized & valid mutex (no real way of assuring this)?
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if( !_glfwInitialized && !mutex )
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{
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return;
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}
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_glfwPlatformUnlockMutex( mutex );
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}
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//========================================================================
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// glfwCreateCond() - Create a new condition variable object
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//========================================================================
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GLFWAPI GLFWcond GLFWAPIENTRY glfwCreateCond( void )
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{
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// Is GLFW initialized?
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if( !_glfwInitialized )
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{
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return (GLFWcond) 0;
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}
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return _glfwPlatformCreateCond();
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}
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//========================================================================
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// glfwDestroyCond() - Destroy a condition variable object
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//========================================================================
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GLFWAPI void GLFWAPIENTRY glfwDestroyCond( GLFWcond cond )
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{
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// Initialized & valid condition variable?
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if( !_glfwInitialized || !cond )
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{
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return;
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}
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_glfwPlatformDestroyCond( cond );
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}
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//========================================================================
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// glfwWaitCond() - Wait for a condition to be raised
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//========================================================================
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GLFWAPI void GLFWAPIENTRY glfwWaitCond( GLFWcond cond, GLFWmutex mutex,
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double timeout )
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{
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// Initialized & valid condition variable and mutex?
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if( !_glfwInitialized || !cond || !mutex )
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{
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return;
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}
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_glfwPlatformWaitCond( cond, mutex, timeout );
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}
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//========================================================================
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// glfwSignalCond() - Signal a condition to one waiting thread
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//========================================================================
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GLFWAPI void GLFWAPIENTRY glfwSignalCond( GLFWcond cond )
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{
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// Initialized & valid condition variable?
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if( !_glfwInitialized || !cond )
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{
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return;
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}
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_glfwPlatformSignalCond( cond );
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}
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//========================================================================
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// glfwBroadcastCond() - Broadcast a condition to all waiting threads
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//========================================================================
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GLFWAPI void GLFWAPIENTRY glfwBroadcastCond( GLFWcond cond )
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{
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// Initialized & valid condition variable?
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if( !_glfwInitialized || !cond )
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{
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return;
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}
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_glfwPlatformBroadcastCond( cond );
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}
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//========================================================================
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// glfwGetNumberOfProcessors() - Return the number of processors in the
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// system. This information can be useful for determining the optimal
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// number of threads to use for performing a certain task.
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//========================================================================
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GLFWAPI int GLFWAPIENTRY glfwGetNumberOfProcessors( void )
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{
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// Is GLFW initialized?
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if( !_glfwInitialized )
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{
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return 0;
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}
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return _glfwPlatformGetNumberOfProcessors();
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}
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