doom3-bfg/neo/idlib/sys/win32/win_thread.cpp

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/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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 <20>Stack Commit Size<7A> 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 );
}