/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #pragma hdrstop #include "precompiled.h" /* ================================================================================================ ================================================================================================ */ #define MS_VC_EXCEPTION 0x406D1388 #ifndef STACK_SIZE_PARAM_IS_A_RESERVATION // MinGW doesn't seem to have this #define STACK_SIZE_PARAM_IS_A_RESERVATION 0x00010000 #endif typedef struct tagTHREADNAME_INFO { DWORD dwType; // Must be 0x1000. LPCSTR szName; // Pointer to name (in user addr space). DWORD dwThreadID; // Thread ID (-1=caller thread). DWORD dwFlags; // Reserved for future use, must be zero. } THREADNAME_INFO; /* ======================== Sys_SetThreadName caedes: This should be seen as a helper-function for Sys_CreateThread() only. (re)setting the name of a running thread seems like a bad idea and currently (fresh d3 bfg source) isn't done anyway. Furthermore SDL doesn't support it ======================== */ static void Sys_SetThreadName( DWORD threadID, const char* name ) { #ifdef _MSC_VER // this ugly mess is the official way to set a thread name on windows.. // see http://msdn.microsoft.com/en-us/library/xcb2z8hs.aspx THREADNAME_INFO info; info.dwType = 0x1000; info.szName = name; info.dwThreadID = threadID; info.dwFlags = 0; __try { RaiseException( MS_VC_EXCEPTION, 0, sizeof( info ) / sizeof( DWORD ), ( const ULONG_PTR* )&info ); } // this much is just to keep /analyze quiet __except( GetExceptionCode() == MS_VC_EXCEPTION ? EXCEPTION_EXECUTE_HANDLER : EXCEPTION_CONTINUE_SEARCH ) { info.dwFlags = 0; } #endif } /* ======================== Sys_Createthread ======================== */ uintptr_t Sys_CreateThread( xthread_t function, void* parms, xthreadPriority priority, const char* name, core_t core, int stackSize, bool suspended ) { DWORD flags = ( suspended ? CREATE_SUSPENDED : 0 ); // Without this flag the 'dwStackSize' parameter to CreateThread specifies the "Stack Commit Size" // and the "Stack Reserve Size" is set to the value specified at link-time. // With this flag the 'dwStackSize' parameter to CreateThread specifies the "Stack Reserve Size" // and the �Stack Commit Size� is set to the value specified at link-time. // For various reasons (some of which historic) we reserve a large amount of stack space in the // project settings. By setting this flag and by specifying 64 kB for the "Stack Commit Size" in // the project settings we can create new threads with a much smaller reserved (and committed) // stack space. It is very important that the "Stack Commit Size" is set to a small value in // the project settings. If it is set to a large value we may be both reserving and committing // a lot of memory by setting the STACK_SIZE_PARAM_IS_A_RESERVATION flag. There are some // 50 threads allocated for normal game play. If, for instance, the commit size is set to 16 MB // then by adding this flag we would be reserving and committing 50 x 16 = 800 MB of memory. // On the other hand, if this flag is not set and the "Stack Reserve Size" is set to 16 MB in the // project settings, then we would still be reserving 50 x 16 = 800 MB of virtual address space. flags |= STACK_SIZE_PARAM_IS_A_RESERVATION; DWORD threadId; HANDLE handle = CreateThread( NULL, // LPSECURITY_ATTRIBUTES lpsa, //-V513 stackSize, ( LPTHREAD_START_ROUTINE )function, parms, flags, &threadId ); if( handle == 0 ) { idLib::common->FatalError( "CreateThread error: %i", GetLastError() ); return ( uintptr_t )0; } // TODO: when writing the SDL backend, just use this name when creating the thread Sys_SetThreadName( threadId, name ); if( priority == THREAD_HIGHEST ) { SetThreadPriority( ( HANDLE )handle, THREAD_PRIORITY_HIGHEST ); // we better sleep enough to do this } else if( priority == THREAD_ABOVE_NORMAL ) { SetThreadPriority( ( HANDLE )handle, THREAD_PRIORITY_ABOVE_NORMAL ); } else if( priority == THREAD_BELOW_NORMAL ) { SetThreadPriority( ( HANDLE )handle, THREAD_PRIORITY_BELOW_NORMAL ); } else if( priority == THREAD_LOWEST ) { SetThreadPriority( ( HANDLE )handle, THREAD_PRIORITY_LOWEST ); } // Under Windows, we don't set the thread affinity and let the OS deal with scheduling return ( uintptr_t )handle; } /* ======================== Sys_GetCurrentThreadID ======================== */ uintptr_t Sys_GetCurrentThreadID() { return GetCurrentThreadId(); } /* ======================== Sys_DestroyThread ======================== */ void Sys_DestroyThread( uintptr_t threadHandle ) { if( threadHandle == 0 ) { return; } WaitForSingleObject( ( HANDLE )threadHandle, INFINITE ); CloseHandle( ( HANDLE )threadHandle ); } /* ======================== Sys_Yield ======================== */ void Sys_Yield() { SwitchToThread(); } /* ================================================================================================ Signal ================================================================================================ */ /* ======================== Sys_SignalCreate ======================== */ void Sys_SignalCreate( signalHandle_t& handle, bool manualReset ) { handle = CreateEvent( NULL, manualReset, FALSE, NULL ); } /* ======================== Sys_SignalDestroy ======================== */ void Sys_SignalDestroy( signalHandle_t& handle ) { CloseHandle( handle ); } /* ======================== Sys_SignalRaise ======================== */ void Sys_SignalRaise( signalHandle_t& handle ) { SetEvent( handle ); } /* ======================== Sys_SignalClear ======================== */ void Sys_SignalClear( signalHandle_t& handle ) { // events are created as auto-reset so this should never be needed ResetEvent( handle ); } /* ======================== Sys_SignalWait ======================== */ bool Sys_SignalWait( signalHandle_t& handle, int timeout ) { DWORD result = WaitForSingleObject( handle, timeout == idSysSignal::WAIT_INFINITE ? INFINITE : timeout ); assert( result == WAIT_OBJECT_0 || ( timeout != idSysSignal::WAIT_INFINITE && result == WAIT_TIMEOUT ) ); return ( result == WAIT_OBJECT_0 ); } /* ================================================================================================ Mutex ================================================================================================ */ /* ======================== Sys_MutexCreate ======================== */ void Sys_MutexCreate( mutexHandle_t& handle ) { InitializeCriticalSection( &handle ); } /* ======================== Sys_MutexDestroy ======================== */ void Sys_MutexDestroy( mutexHandle_t& handle ) { DeleteCriticalSection( &handle ); } /* ======================== Sys_MutexLock ======================== */ bool Sys_MutexLock( mutexHandle_t& handle, bool blocking ) { if( TryEnterCriticalSection( &handle ) == 0 ) { if( !blocking ) { return false; } EnterCriticalSection( &handle ); } return true; } /* ======================== Sys_MutexUnlock ======================== */ void Sys_MutexUnlock( mutexHandle_t& handle ) { LeaveCriticalSection( & handle ); } /* ================================================================================================ Interlocked Integer ================================================================================================ */ /* ======================== Sys_InterlockedIncrement ======================== */ interlockedInt_t Sys_InterlockedIncrement( interlockedInt_t& value ) { // TODO: SDL_AtomicIncRef #ifdef InterlockedIncrementAcquire // googling suggests that some experimental mingw code supports this too.. return InterlockedIncrementAcquire( & value ); #elif defined(__GNUC__) return __sync_add_and_fetch( &value, 1 ); #endif } /* ======================== Sys_InterlockedDecrement ======================== */ interlockedInt_t Sys_InterlockedDecrement( interlockedInt_t& value ) { // TODO: SDL_AtomicDecRef #ifdef InterlockedDecrementRelease return InterlockedDecrementRelease( & value ); #elif defined(__GNUC__) return __sync_sub_and_fetch( &value, 1 ); #endif } /* ======================== Sys_InterlockedAdd ======================== */ interlockedInt_t Sys_InterlockedAdd( interlockedInt_t& value, interlockedInt_t i ) { return InterlockedExchangeAdd( & value, i ) + i; } /* ======================== Sys_InterlockedSub ======================== */ interlockedInt_t Sys_InterlockedSub( interlockedInt_t& value, interlockedInt_t i ) { return InterlockedExchangeAdd( & value, - i ) - i; } /* ======================== Sys_InterlockedExchange ======================== */ interlockedInt_t Sys_InterlockedExchange( interlockedInt_t& value, interlockedInt_t exchange ) { return InterlockedExchange( & value, exchange ); } /* ======================== Sys_InterlockedCompareExchange ======================== */ interlockedInt_t Sys_InterlockedCompareExchange( interlockedInt_t& value, interlockedInt_t comparand, interlockedInt_t exchange ) { return InterlockedCompareExchange( & value, exchange, comparand ); } /* ================================================================================================ Interlocked Pointer ================================================================================================ */ /* ======================== Sys_InterlockedExchangePointer ======================== */ void* Sys_InterlockedExchangePointer( void*& ptr, void* exchange ) { return InterlockedExchangePointer( & ptr, exchange ); } /* ======================== Sys_InterlockedCompareExchangePointer ======================== */ void* Sys_InterlockedCompareExchangePointer( void*& ptr, void* comparand, void* exchange ) { return InterlockedCompareExchangePointer( & ptr, exchange, comparand ); }