mirror of
https://github.com/ioquake/jedi-academy.git
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82 lines
1.5 KiB
C++
82 lines
1.5 KiB
C++
#include <pthread.h>
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#include <semaphore.h>
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#include "../game/q_shared.h"
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/*
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===========================================================
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SMP acceleration
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===========================================================
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*/
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sem_t renderCommandsEvent;
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sem_t renderCompletedEvent;
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sem_t renderActiveEvent;
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void (*glimpRenderThread)( void );
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void *GLimp_RenderThreadWrapper( void *stub ) {
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glimpRenderThread();
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}
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/*
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=======================
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GLimp_SpawnRenderThread
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=======================
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*/
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pthread_t renderThreadHandle;
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qboolean GLimp_SpawnRenderThread( void (*function)( void ) ) {
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sem_init( &renderCommandsEvent, 0, 0 );
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sem_init( &renderCompletedEvent, 0, 0 );
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sem_init( &renderActiveEvent, 0, 0 );
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glimpRenderThread = function;
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if (pthread_create( &renderThreadHandle, NULL,
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GLimp_RenderThreadWrapper, NULL)) {
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return qfalse;
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}
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return qtrue;
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}
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static void *smpData;
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void *GLimp_RendererSleep( void ) {
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void *data;
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// after this, the front end can exit GLimp_FrontEndSleep
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sem_post ( &renderCompletedEvent );
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sem_wait ( &renderCommandsEvent );
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data = smpData;
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// after this, the main thread can exit GLimp_WakeRenderer
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sem_post ( &renderActiveEvent );
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return data;
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}
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void GLimp_FrontEndSleep( void ) {
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sem_wait ( &renderCompletedEvent );
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}
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void GLimp_WakeRenderer( void *data ) {
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smpData = data;
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// after this, the renderer can continue through GLimp_RendererSleep
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sem_post( &renderCommandsEvent );
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sem_wait( &renderActiveEvent );
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}
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void Sys_GLimpInit( void )
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{
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}
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void Sys_GLimpSafeInit( void )
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{
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}
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