q3cellshading/code/macosx/macosx_glsmp_mutex.m
gmiranda db8ca37fa3 Initial commit
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@2 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-05 14:05:49 +00:00

176 lines
5.3 KiB
Objective-C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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 2 of the License,
or (at your option) any later version.
Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#import "macosx_glimp.h"
#include "tr_local.h"
#import "macosx_local.h"
#import "macosx_display.h"
#import <AppKit/AppKit.h>
#import <Foundation/Foundation.h>
#import <pthread.h>
//
// The main Q3 SMP API
//
static pthread_mutex_t smpMutex;
static pthread_cond_t mainThreadCondition;
static pthread_cond_t renderThreadCondition;
static volatile qboolean smpDataChanged;
static volatile void *smpData;
static void *GLimp_RenderThreadWrapper(void *arg)
{
Com_Printf("Render thread starting\n");
((void (*)())arg)();
#ifndef USE_CGLMACROS
// Unbind the context before we die
OSX_GLContextClearCurrent();
#endif
Com_Printf("Render thread terminating\n");
return arg;
}
qboolean GLimp_SpawnRenderThread( void (*function)( void ) )
{
pthread_t renderThread;
int rc;
pthread_mutex_init(&smpMutex, NULL);
pthread_cond_init(&mainThreadCondition, NULL);
pthread_cond_init(&renderThreadCondition, NULL);
rc = pthread_create(&renderThread, NULL, GLimp_RenderThreadWrapper, function);
if (rc) {
ri.Printf(PRINT_ALL, "pthread_create returned %d: %s", rc, strerror(rc));
return qfalse;
} else {
rc = pthread_detach(renderThread);
if (rc) {
ri.Printf(PRINT_ALL, "pthread_detach returned %d: %s", rc, strerror(rc));
}
}
return qtrue;
}
// Called in the rendering thread to wait until a command buffer is ready.
// The command buffer returned might be NULL, indicating that the rendering thread should exit.
void *GLimp_RendererSleep(void)
{
void *data;
GLSTAMP("GLimp_RendererSleep start", 0);
#ifndef USE_CGLMACROS
// Clear the current context while we sleep so the main thread can access it
OSX_GLContextClearCurrent();
#endif
pthread_mutex_lock(&smpMutex); {
// Clear out any data we had and signal the main thread that we are no longer busy
smpData = NULL;
smpDataChanged = qfalse;
pthread_cond_signal(&mainThreadCondition);
// Wait until we get something new to work on
while (!smpDataChanged)
pthread_cond_wait(&renderThreadCondition, &smpMutex);
// Record the data (if any).
data = smpData;
} pthread_mutex_unlock(&smpMutex);
#ifndef USE_CGLMACROS
// We are going to render a frame... retake the context
OSX_GLContextSetCurrent();
#endif
GLSTAMP("GLimp_RendererSleep end", 0);
return (void *)data;
}
// Called from the main thread to wait until the rendering thread is done with the command buffer.
void GLimp_FrontEndSleep(void)
{
GLSTAMP("GLimp_FrontEndSleep start", 0);
pthread_mutex_lock(&smpMutex); {
while (smpData) {
#if 0
struct timespec ts;
int result;
ts.tv_sec = 1;
ts.tv_nsec = 0;
result = pthread_cond_timedwait_relative_np(&mainThreadCondition, &smpMutex, &ts);
if (result) {
Com_Printf("GLimp_FrontEndSleep timed out. Probably due to R_SyncRenderThread called due to Com_Error being called\n");
break;
}
#else
pthread_cond_wait(&mainThreadCondition, &smpMutex);
#endif
}
} pthread_mutex_unlock(&smpMutex);
#ifndef USE_CGLMACROS
// We are done waiting for the background thread, take the current context back.
OSX_GLContextSetCurrent();
#endif
GLSTAMP("GLimp_FrontEndSleep end", 0);
}
// This is called in the main thread to issue another command
// buffer to the rendering thread. This is always called AFTER
// GLimp_FrontEndSleep, so we know that there is no command
// pending in 'smpData'.
void GLimp_WakeRenderer( void *data )
{
GLSTAMP("GLimp_WakeRenderer start", data);
#ifndef USE_CGLMACROS
// We want the background thread to draw stuff. Give up the current context
OSX_GLContextClearCurrent();
#endif
pthread_mutex_lock(&smpMutex); {
// Store the new data pointer and wake up the rendering thread
assert(smpData == NULL);
smpData = data;
smpDataChanged = qtrue;
pthread_cond_signal(&renderThreadCondition);
} pthread_mutex_unlock(&smpMutex);
GLSTAMP("GLimp_WakeRenderer end", data);
}