507 lines
14 KiB
C
507 lines
14 KiB
C
//========================================================================
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// GLFW - An OpenGL framework
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// Platform: Win32/WGL
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// API version: 2.7
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// WWW: http://www.glfw.org/
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//------------------------------------------------------------------------
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// Copyright (c) 2002-2006 Marcus Geelnard
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// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
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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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// This is an implementation of POSIX "compatible" condition variables for
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// Win32, as described by Douglas C. Schmidt and Irfan Pyarali:
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// http://www.cs.wustl.edu/~schmidt/win32-cv-1.html
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//************************************************************************
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enum {
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_GLFW_COND_SIGNAL = 0,
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_GLFW_COND_BROADCAST = 1
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};
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typedef struct {
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// Signal and broadcast event HANDLEs
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HANDLE events[ 2 ];
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// Count of the number of waiters
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unsigned int waiters_count;
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// Serialize access to <waiters_count>
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CRITICAL_SECTION waiters_count_lock;
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} _GLFWcond;
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//************************************************************************
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//**** GLFW internal functions ****
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//************************************************************************
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//========================================================================
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// This is simply a "wrapper" for calling the user thread function.
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//========================================================================
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DWORD WINAPI _glfwNewThread( LPVOID lpParam )
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{
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GLFWthreadfun threadfun;
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_GLFWthread *t;
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// Get pointer to thread information for current thread
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t = _glfwGetThreadPointer( _glfwPlatformGetThreadID() );
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if( t == NULL )
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{
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return 0;
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}
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// Get user thread function pointer
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threadfun = t->Function;
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// Call the user thread function
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threadfun( (void *) lpParam );
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// Remove thread from thread list
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ENTER_THREAD_CRITICAL_SECTION
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_glfwRemoveThread( t );
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LEAVE_THREAD_CRITICAL_SECTION
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// When the thread function returns, the thread will die...
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return 0;
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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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// Create a new thread
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//========================================================================
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GLFWthread _glfwPlatformCreateThread( GLFWthreadfun fun, void *arg )
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{
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GLFWthread ID;
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_GLFWthread *t, *t_tmp;
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HANDLE hThread;
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DWORD dwThreadId;
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// Enter critical section
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ENTER_THREAD_CRITICAL_SECTION
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// Create a new thread information memory area
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t = (_GLFWthread *) malloc( sizeof(_GLFWthread) );
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if( t == NULL )
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{
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// Leave critical section
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LEAVE_THREAD_CRITICAL_SECTION
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return -1;
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}
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// Get a new unique thread id
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ID = _glfwThrd.NextID ++;
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// Store thread information in the thread list
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t->Function = fun;
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t->ID = ID;
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// Create thread
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hThread = CreateThread(
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NULL, // Default security attributes
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0, // Default stack size (1 MB)
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_glfwNewThread, // Thread function (a wrapper function)
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(LPVOID)arg, // Argument to thread is the user argument
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0, // Default creation flags
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&dwThreadId // Returned thread identifier
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);
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// Did the thread creation fail?
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if( hThread == NULL )
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{
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free( (void *) t );
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LEAVE_THREAD_CRITICAL_SECTION
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return -1;
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}
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// Store more thread information in the thread list
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t->Handle = hThread;
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t->WinID = dwThreadId;
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// Append thread to thread list
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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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// Leave critical section
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LEAVE_THREAD_CRITICAL_SECTION
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// Return the GLFW thread ID
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return ID;
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}
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//========================================================================
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// Kill a thread. NOTE: THIS IS A VERY DANGEROUS OPERATION, AND SHOULD NOT
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// BE USED EXCEPT IN EXTREME SITUATIONS!
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//========================================================================
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void _glfwPlatformDestroyThread( GLFWthread ID )
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{
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_GLFWthread *t;
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// Enter critical section
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ENTER_THREAD_CRITICAL_SECTION
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// Get thread information pointer
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t = _glfwGetThreadPointer( ID );
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if( t == NULL )
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{
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LEAVE_THREAD_CRITICAL_SECTION
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return;
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}
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// Simply murder the process, no mercy!
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if( TerminateThread( t->Handle, 0 ) )
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{
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// Close thread handle
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CloseHandle( t->Handle );
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// Remove thread from thread list
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_glfwRemoveThread( t );
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}
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// Leave critical section
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LEAVE_THREAD_CRITICAL_SECTION
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}
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//========================================================================
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// Wait for a thread to die
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//========================================================================
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int _glfwPlatformWaitThread( GLFWthread ID, int waitmode )
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{
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DWORD result;
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HANDLE hThread;
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_GLFWthread *t;
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// Enter critical section
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ENTER_THREAD_CRITICAL_SECTION
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// Get thread information pointer
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t = _glfwGetThreadPointer( ID );
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// Is the thread already dead?
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if( t == NULL )
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{
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LEAVE_THREAD_CRITICAL_SECTION
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return GL_TRUE;
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}
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// Get thread handle
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hThread = t->Handle;
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// Leave critical section
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LEAVE_THREAD_CRITICAL_SECTION
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// Wait for thread to die
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if( waitmode == GLFW_WAIT )
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{
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result = WaitForSingleObject( hThread, INFINITE );
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}
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else if( waitmode == GLFW_NOWAIT )
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{
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result = WaitForSingleObject( hThread, 0 );
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}
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else
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{
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return GL_FALSE;
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}
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// Did we have a time-out?
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if( result == WAIT_TIMEOUT )
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{
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return GL_FALSE;
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}
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return GL_TRUE;
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}
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//========================================================================
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// Return the thread ID for the current thread
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//========================================================================
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GLFWthread _glfwPlatformGetThreadID( void )
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{
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_GLFWthread *t;
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GLFWthread ID = -1;
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DWORD WinID;
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// Get Windows thread ID
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WinID = GetCurrentThreadId();
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// Enter critical section (to avoid an inconsistent thread list)
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ENTER_THREAD_CRITICAL_SECTION
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// Loop through entire list of threads to find the matching Windows
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// thread ID
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for( t = &_glfwThrd.First; t != NULL; t = t->Next )
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{
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if( t->WinID == WinID )
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{
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ID = t->ID;
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break;
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}
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}
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// Leave critical section
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LEAVE_THREAD_CRITICAL_SECTION
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// Return the found GLFW thread identifier
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return ID;
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}
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//========================================================================
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// Create a mutual exclusion object
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//========================================================================
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GLFWmutex _glfwPlatformCreateMutex( void )
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{
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CRITICAL_SECTION *mutex;
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// Allocate memory for mutex
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mutex = (CRITICAL_SECTION *) malloc( sizeof(CRITICAL_SECTION) );
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if( !mutex )
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{
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return NULL;
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}
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// Initialize mutex
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InitializeCriticalSection( mutex );
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// Cast to GLFWmutex and return
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return (GLFWmutex) mutex;
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}
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//========================================================================
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// Destroy a mutual exclusion object
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//========================================================================
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void _glfwPlatformDestroyMutex( GLFWmutex mutex )
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{
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// Destroy mutex
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DeleteCriticalSection( (CRITICAL_SECTION *) mutex );
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free( mutex );
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}
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//========================================================================
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// Request access to a mutex
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//========================================================================
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void _glfwPlatformLockMutex( GLFWmutex mutex )
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{
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// Wait for mutex to be released
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EnterCriticalSection( (CRITICAL_SECTION *) mutex );
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}
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//========================================================================
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// Release a mutex
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//========================================================================
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void _glfwPlatformUnlockMutex( GLFWmutex mutex )
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{
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// Release mutex
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LeaveCriticalSection( (CRITICAL_SECTION *) mutex );
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}
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//========================================================================
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// Create a new condition variable object
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//========================================================================
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GLFWcond _glfwPlatformCreateCond( void )
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{
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_GLFWcond *cond;
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// Allocate memory for condition variable
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cond = (_GLFWcond *) malloc( sizeof(_GLFWcond) );
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if( !cond )
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{
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return NULL;
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}
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// Initialize condition variable
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cond->waiters_count = 0;
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cond->events[ _GLFW_COND_SIGNAL ] = CreateEvent( NULL, FALSE,
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FALSE, NULL );
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cond->events[ _GLFW_COND_BROADCAST ] = CreateEvent( NULL, TRUE,
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FALSE, NULL );
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InitializeCriticalSection( &cond->waiters_count_lock );
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// Cast to GLFWcond and return
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return (GLFWcond) cond;
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}
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//========================================================================
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// Destroy a condition variable object
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//========================================================================
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void _glfwPlatformDestroyCond( GLFWcond cond )
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{
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// Close the condition variable handles
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CloseHandle( ((_GLFWcond *)cond)->events[ _GLFW_COND_SIGNAL ] );
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CloseHandle( ((_GLFWcond *)cond)->events[ _GLFW_COND_BROADCAST ] );
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// Delete critical section
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DeleteCriticalSection( &((_GLFWcond *)cond)->waiters_count_lock );
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// Free memory for condition variable
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free( (void *) cond );
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}
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//========================================================================
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// Wait for a condition to be raised
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//========================================================================
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void _glfwPlatformWaitCond( GLFWcond cond, GLFWmutex mutex, double timeout )
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{
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_GLFWcond *cv = (_GLFWcond *) cond;
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int result, last_waiter;
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DWORD timeout_ms;
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// Avoid race conditions
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EnterCriticalSection( &cv->waiters_count_lock );
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cv->waiters_count ++;
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LeaveCriticalSection( &cv->waiters_count_lock );
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// It's ok to release the mutex here since Win32 manual-reset events
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// maintain state when used with SetEvent()
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LeaveCriticalSection( (CRITICAL_SECTION *) mutex );
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// Translate timeout into milliseconds
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if( timeout >= GLFW_INFINITY )
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{
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timeout_ms = INFINITE;
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}
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else
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{
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timeout_ms = (DWORD) (1000.0 * timeout + 0.5);
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if( timeout_ms <= 0 )
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{
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timeout_ms = 1;
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}
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}
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// Wait for either event to become signaled due to glfwSignalCond or
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// glfwBroadcastCond being called
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result = WaitForMultipleObjects( 2, cv->events, FALSE, timeout_ms );
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// Check if we are the last waiter
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EnterCriticalSection( &cv->waiters_count_lock );
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cv->waiters_count --;
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last_waiter = (result == WAIT_OBJECT_0 + _GLFW_COND_BROADCAST) &&
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(cv->waiters_count == 0);
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LeaveCriticalSection( &cv->waiters_count_lock );
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// Some thread called glfwBroadcastCond
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if( last_waiter )
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{
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// We're the last waiter to be notified or to stop waiting, so
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// reset the manual event
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ResetEvent( cv->events[ _GLFW_COND_BROADCAST ] );
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}
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// Reacquire the mutex
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EnterCriticalSection( (CRITICAL_SECTION *) mutex );
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}
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//========================================================================
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// Signal a condition to one waiting thread
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//========================================================================
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void _glfwPlatformSignalCond( GLFWcond cond )
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{
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_GLFWcond *cv = (_GLFWcond *) cond;
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int have_waiters;
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// Avoid race conditions
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EnterCriticalSection( &cv->waiters_count_lock );
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have_waiters = cv->waiters_count > 0;
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LeaveCriticalSection( &cv->waiters_count_lock );
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if( have_waiters )
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{
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SetEvent( cv->events[ _GLFW_COND_SIGNAL ] );
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}
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}
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//========================================================================
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// Broadcast a condition to all waiting threads
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//========================================================================
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void _glfwPlatformBroadcastCond( GLFWcond cond )
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{
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_GLFWcond *cv = (_GLFWcond *) cond;
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int have_waiters;
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// Avoid race conditions
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EnterCriticalSection( &cv->waiters_count_lock );
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have_waiters = cv->waiters_count > 0;
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LeaveCriticalSection( &cv->waiters_count_lock );
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if( have_waiters )
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{
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SetEvent( cv->events[ _GLFW_COND_BROADCAST ] );
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}
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}
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//========================================================================
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// Return the number of processors in the system.
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//========================================================================
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int _glfwPlatformGetNumberOfProcessors( void )
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{
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SYSTEM_INFO si;
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// Get hardware system information
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GetSystemInfo( &si );
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return (int) si.dwNumberOfProcessors;
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}
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