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