mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
406 lines
11 KiB
C++
406 lines
11 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../../precompiled.h"
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/*
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================================================================================================
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================================================================================================
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*/
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#define MS_VC_EXCEPTION 0x406D1388
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#ifndef STACK_SIZE_PARAM_IS_A_RESERVATION
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// MinGW doesn't seem to have this
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#define STACK_SIZE_PARAM_IS_A_RESERVATION 0x00010000
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#endif
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typedef struct tagTHREADNAME_INFO
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{
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DWORD dwType; // Must be 0x1000.
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LPCSTR szName; // Pointer to name (in user addr space).
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DWORD dwThreadID; // Thread ID (-1=caller thread).
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DWORD dwFlags; // Reserved for future use, must be zero.
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} THREADNAME_INFO;
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/*
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========================
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Sys_SetThreadName
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caedes: This should be seen as a helper-function for Sys_CreateThread() only.
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(re)setting the name of a running thread seems like a bad idea and
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currently (fresh d3 bfg source) isn't done anyway.
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Furthermore SDL doesn't support it
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========================
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*/
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static void Sys_SetThreadName( DWORD threadID, const char* name )
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{
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#ifdef _MSC_VER
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// this ugly mess is the official way to set a thread name on windows..
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// see http://msdn.microsoft.com/en-us/library/xcb2z8hs.aspx
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THREADNAME_INFO info;
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info.dwType = 0x1000;
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info.szName = name;
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info.dwThreadID = threadID;
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info.dwFlags = 0;
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__try
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{
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RaiseException( MS_VC_EXCEPTION, 0, sizeof( info ) / sizeof( DWORD ), ( const ULONG_PTR* )&info );
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}
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// this much is just to keep /analyze quiet
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__except( GetExceptionCode() == MS_VC_EXCEPTION ? EXCEPTION_EXECUTE_HANDLER : EXCEPTION_CONTINUE_SEARCH )
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{
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info.dwFlags = 0;
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}
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#endif
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}
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/*
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========================
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Sys_Createthread
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========================
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*/
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uintptr_t Sys_CreateThread( xthread_t function, void* parms, xthreadPriority priority, const char* name, core_t core, int stackSize, bool suspended )
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{
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DWORD flags = ( suspended ? CREATE_SUSPENDED : 0 );
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// Without this flag the 'dwStackSize' parameter to CreateThread specifies the "Stack Commit Size"
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// and the "Stack Reserve Size" is set to the value specified at link-time.
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// With this flag the 'dwStackSize' parameter to CreateThread specifies the "Stack Reserve Size"
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// and the <20>Stack Commit Size<7A> is set to the value specified at link-time.
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// For various reasons (some of which historic) we reserve a large amount of stack space in the
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// project settings. By setting this flag and by specifying 64 kB for the "Stack Commit Size" in
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// the project settings we can create new threads with a much smaller reserved (and committed)
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// stack space. It is very important that the "Stack Commit Size" is set to a small value in
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// the project settings. If it is set to a large value we may be both reserving and committing
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// a lot of memory by setting the STACK_SIZE_PARAM_IS_A_RESERVATION flag. There are some
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// 50 threads allocated for normal game play. If, for instance, the commit size is set to 16 MB
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// then by adding this flag we would be reserving and committing 50 x 16 = 800 MB of memory.
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// On the other hand, if this flag is not set and the "Stack Reserve Size" is set to 16 MB in the
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// project settings, then we would still be reserving 50 x 16 = 800 MB of virtual address space.
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flags |= STACK_SIZE_PARAM_IS_A_RESERVATION;
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DWORD threadId;
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HANDLE handle = CreateThread( NULL, // LPSECURITY_ATTRIBUTES lpsa, //-V513
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stackSize,
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( LPTHREAD_START_ROUTINE )function,
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parms,
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flags,
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&threadId );
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if( handle == 0 )
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{
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idLib::common->FatalError( "CreateThread error: %i", GetLastError() );
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return ( uintptr_t )0;
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}
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// TODO: when writing the SDL backend, just use this name when creating the thread
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Sys_SetThreadName( threadId, name );
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if( priority == THREAD_HIGHEST )
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{
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SetThreadPriority( ( HANDLE )handle, THREAD_PRIORITY_HIGHEST ); // we better sleep enough to do this
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}
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else if( priority == THREAD_ABOVE_NORMAL )
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{
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SetThreadPriority( ( HANDLE )handle, THREAD_PRIORITY_ABOVE_NORMAL );
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}
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else if( priority == THREAD_BELOW_NORMAL )
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{
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SetThreadPriority( ( HANDLE )handle, THREAD_PRIORITY_BELOW_NORMAL );
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}
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else if( priority == THREAD_LOWEST )
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{
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SetThreadPriority( ( HANDLE )handle, THREAD_PRIORITY_LOWEST );
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}
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// Under Windows, we don't set the thread affinity and let the OS deal with scheduling
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return ( uintptr_t )handle;
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}
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/*
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========================
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Sys_GetCurrentThreadID
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========================
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*/
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uintptr_t Sys_GetCurrentThreadID()
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{
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return GetCurrentThreadId();
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}
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/*
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========================
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Sys_DestroyThread
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========================
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*/
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void Sys_DestroyThread( uintptr_t threadHandle )
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{
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if( threadHandle == 0 )
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{
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return;
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}
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WaitForSingleObject( ( HANDLE )threadHandle, INFINITE );
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CloseHandle( ( HANDLE )threadHandle );
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}
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/*
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========================
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Sys_Yield
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========================
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*/
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void Sys_Yield()
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{
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SwitchToThread();
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}
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/*
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================================================================================================
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Signal
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================================================================================================
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*/
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/*
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========================
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Sys_SignalCreate
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========================
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*/
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void Sys_SignalCreate( signalHandle_t& handle, bool manualReset )
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{
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handle = CreateEvent( NULL, manualReset, FALSE, NULL );
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}
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/*
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========================
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Sys_SignalDestroy
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========================
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*/
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void Sys_SignalDestroy( signalHandle_t& handle )
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{
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CloseHandle( handle );
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}
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/*
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========================
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Sys_SignalRaise
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========================
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*/
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void Sys_SignalRaise( signalHandle_t& handle )
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{
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SetEvent( handle );
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}
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/*
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========================
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Sys_SignalClear
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========================
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*/
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void Sys_SignalClear( signalHandle_t& handle )
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{
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// events are created as auto-reset so this should never be needed
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ResetEvent( handle );
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}
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/*
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========================
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Sys_SignalWait
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========================
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*/
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bool Sys_SignalWait( signalHandle_t& handle, int timeout )
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{
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DWORD result = WaitForSingleObject( handle, timeout == idSysSignal::WAIT_INFINITE ? INFINITE : timeout );
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assert( result == WAIT_OBJECT_0 || ( timeout != idSysSignal::WAIT_INFINITE && result == WAIT_TIMEOUT ) );
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return ( result == WAIT_OBJECT_0 );
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}
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/*
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================================================================================================
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Mutex
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================================================================================================
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*/
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/*
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========================
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Sys_MutexCreate
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========================
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*/
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void Sys_MutexCreate( mutexHandle_t& handle )
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{
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InitializeCriticalSection( &handle );
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}
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/*
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========================
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Sys_MutexDestroy
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========================
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*/
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void Sys_MutexDestroy( mutexHandle_t& handle )
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{
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DeleteCriticalSection( &handle );
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}
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/*
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========================
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Sys_MutexLock
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========================
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*/
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bool Sys_MutexLock( mutexHandle_t& handle, bool blocking )
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{
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if( TryEnterCriticalSection( &handle ) == 0 )
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{
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if( !blocking )
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{
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return false;
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}
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EnterCriticalSection( &handle );
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}
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return true;
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}
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/*
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========================
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Sys_MutexUnlock
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========================
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*/
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void Sys_MutexUnlock( mutexHandle_t& handle )
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{
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LeaveCriticalSection( & handle );
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}
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/*
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================================================================================================
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Interlocked Integer
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================================================================================================
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*/
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/*
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========================
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Sys_InterlockedIncrement
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========================
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*/
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interlockedInt_t Sys_InterlockedIncrement( interlockedInt_t& value )
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{
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// TODO: SDL_AtomicIncRef
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#ifdef InterlockedIncrementAcquire
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// googling suggests that some experimental mingw code supports this too..
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return InterlockedIncrementAcquire( & value );
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#elif defined(__GNUC__)
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return __sync_add_and_fetch( &value, 1 );
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#endif
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}
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/*
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========================
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Sys_InterlockedDecrement
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========================
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*/
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interlockedInt_t Sys_InterlockedDecrement( interlockedInt_t& value )
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{
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// TODO: SDL_AtomicDecRef
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#ifdef InterlockedDecrementRelease
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return InterlockedDecrementRelease( & value );
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#elif defined(__GNUC__)
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return __sync_sub_and_fetch( &value, 1 );
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#endif
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}
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/*
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========================
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Sys_InterlockedAdd
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========================
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*/
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interlockedInt_t Sys_InterlockedAdd( interlockedInt_t& value, interlockedInt_t i )
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{
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return InterlockedExchangeAdd( & value, i ) + i;
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}
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/*
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========================
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Sys_InterlockedSub
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========================
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*/
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interlockedInt_t Sys_InterlockedSub( interlockedInt_t& value, interlockedInt_t i )
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{
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return InterlockedExchangeAdd( & value, - i ) - i;
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}
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/*
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========================
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Sys_InterlockedExchange
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========================
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*/
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interlockedInt_t Sys_InterlockedExchange( interlockedInt_t& value, interlockedInt_t exchange )
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{
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return InterlockedExchange( & value, exchange );
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}
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/*
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========================
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Sys_InterlockedCompareExchange
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========================
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*/
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interlockedInt_t Sys_InterlockedCompareExchange( interlockedInt_t& value, interlockedInt_t comparand, interlockedInt_t exchange )
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{
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return InterlockedCompareExchange( & value, exchange, comparand );
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}
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/*
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================================================================================================
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Interlocked Pointer
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================================================================================================
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*/
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/*
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========================
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Sys_InterlockedExchangePointer
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========================
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*/
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void* Sys_InterlockedExchangePointer( void*& ptr, void* exchange )
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{
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return InterlockedExchangePointer( & ptr, exchange );
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}
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/*
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========================
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Sys_InterlockedCompareExchangePointer
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========================
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*/
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void* Sys_InterlockedCompareExchangePointer( void*& ptr, void* comparand, void* exchange )
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{
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return InterlockedCompareExchangePointer( & ptr, exchange, comparand );
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}
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