mirror of
https://github.com/UberGames/ioef.git
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425 lines
12 KiB
Objective-C
425 lines
12 KiB
Objective-C
/*
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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 <mach/mach.h>
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#import <mach/mach_error.h>
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#warning Using Mach Ports SMP acceleration implementation
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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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#import <pthread.h>
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#define USE_MACH_PORTS 1
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// This is a small cover layer that makes for easier calling
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typedef struct _MsgPort {
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#if USE_MACH_PORTS
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mach_port_t port;
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id nsPort;
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#else
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pthread_mutex_t mutex;
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pthread_cond_t condition;
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volatile unsigned int status;
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unsigned int msgCode;
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void *msgData;
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#endif
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} MsgPort;
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static BOOL portsInited = NO;
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static pthread_mutex_t logMutex;
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static unsigned int renderMsgOutstanding;
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static unsigned int rendererProcessingCommand;
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static MsgPort rendererMsgPort;
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static MsgPort frontEndMsgPort;
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enum {
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MsgNone,
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MsgPending,
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};
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enum {
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MsgCodeInvalid = 0,
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RenderCommandMsg = 1,
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RenderCompletedMsg = 2,
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};
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static /*inline*/ void MsgPortInit(MsgPort *port)
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{
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#if USE_MACH_PORTS
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port->nsPort = [[NSMachPort alloc] init];
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port->port = [port->nsPort machPort];
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//rc = mach_port_allocate(mach_task_self(), MACH_PORT_TYPE_SEND_RECEIVE, &port->port);
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//if (rc) {
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// fprintf(stderr, "MsgPortInit: mach_port_allocate returned: %d: %s \n",rc, mach_error_string(rc));
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// }
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#else
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int rc;
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rc = pthread_mutex_init(&port->mutex, NULL);
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if (rc) {
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ri.Printf(PRINT_ALL, "MsgPortInit: pthread_mutex_init returned: %d: %s\n", rc, strerror(rc));
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}
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rc = pthread_cond_init(&port->condition, NULL);
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if (rc) {
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ri.Printf(PRINT_ALL, "EventInit: pthread_cond_init returned %d: %s\n", rc, strerror(rc));
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}
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port->status = MsgNone;
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port->msgCode = MsgCodeInvalid;
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port->msgData = NULL;
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#endif
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}
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static /*inline*/ void _SendMsg(MsgPort *port, unsigned int msgCode, void *msgData,
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const char *functionName, const char *portName, const char *msgName)
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{
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int rc;
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#if USE_MACH_PORTS
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mach_msg_header_t msg;
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//printf("SendMsg: %s %s %s (%d %08lx)\n",functionName, portName, msgName, msgCode, msgData);
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/*
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typedef struct
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{
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mach_msg_bits_t msgh_bits;
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mach_msg_size_t msgh_size;
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mach_port_t msgh_remote_port;
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mach_port_t msgh_local_port;
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mach_msg_size_t msgh_reserved;
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mach_msg_id_t msgh_id;
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} mach_msg_header_t;
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*/
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msg.msgh_bits = MACH_MSGH_BITS(MACH_MSG_TYPE_COPY_SEND,MACH_MSG_TYPE_MAKE_SEND_ONCE);
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msg.msgh_size=sizeof(msg);
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//msg.msg_type=MSG_TYPE_NORMAL;
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msg.msgh_local_port=MACH_PORT_NULL;
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msg.msgh_remote_port=port->port;
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msg.msgh_reserved = 0;
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msg.msgh_id=(mach_msg_id_t)msgData; // HACK
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rc = mach_msg_send(&msg);
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if(rc) {
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fprintf(stderr,"SendMsg: mach_msg_send returned %d: %s\n", rc, mach_error_string(rc));
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}
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#else
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//printf("SendMsg: %s %s %s (%d %08lx)\n",functionName, portName, msgName, msgCode, msgData);
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rc = pthread_mutex_lock(&port->mutex);
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if(rc) {
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fprintf(stderr,"SendMsg: pthread_mutex_lock returned %d: %s\n", rc, strerror(rc));
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}
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/* Block until port is empty */
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while(port->status != MsgNone) {
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//fprintf(stderr, "SendMsg: %s blocking until port %s is empty\n", functionName, portName);
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rc = pthread_cond_wait(&port->condition, &port->mutex);
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if(rc) {
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fprintf(stderr, "SendMsg: pthread_cond_wait returned %d: %s\n", rc, strerror(rc));
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}
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}
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/* Queue msg */
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port->msgCode = msgCode;
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port->msgData = msgData;
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port->status = MsgPending;
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/* Unlock port */
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rc = pthread_mutex_unlock(&port->mutex);
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if(rc) {
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fprintf(stderr, "SendMsg: pthread_mutex_unlock returned %d: %s\n", rc, strerror(rc));
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}
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/* Wake up any threads blocked waiting for a message */
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rc = pthread_cond_broadcast(&port->condition);
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if(rc) {
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fprintf(stderr, "SendMsg: pthread_cond_broadcast returned %d: %s\n", rc, strerror(rc));
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}
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#endif
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}
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static /*inline*/ void _WaitMsg(MsgPort *port, unsigned int *msgCode, void **msgData,
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const char *functionName, const char *portName)
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{
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int rc;
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#if USE_MACH_PORTS
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mach_msg_empty_rcv_t msg;
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//printf("WaitMsg: %s %s\n",functionName, portName);
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msg.header.msgh_bits = MACH_MSGH_BITS(MACH_MSG_TYPE_COPY_SEND,MACH_MSG_TYPE_MAKE_SEND_ONCE);
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msg.header.msgh_size= sizeof(msg);
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//msg.msg_type=MSG_TYPE_NORMAL;
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msg.header.msgh_local_port=port->port;
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msg.header.msgh_remote_port=MACH_PORT_NULL;
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msg.header.msgh_reserved = 0;
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msg.header.msgh_id=(mach_msg_id_t)msgData; // HACK
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rc = mach_msg_receive(&msg.header);
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if(rc) {
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fprintf(stderr,"SendMsg: mach_msg_receive returned %d: %s\n", rc, mach_error_string(rc));
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}
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*msgData = (void *)msg.header.msgh_id;
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//printf("WaitMsg: %s %s got %08lx\n",functionName, portName, *msgData);
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#else
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//printf("WaitMsg: %s %s\n",functionName, portName);
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rc = pthread_mutex_lock(&port->mutex);
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if(rc) {
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fprintf(stderr, "WaitMsg: pthread_mutex_lock returned %d: %s\n", rc, strerror(rc));
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}
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/* Block until port is empty */
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while(port->status != MsgPending) {
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rc = pthread_cond_wait(&port->condition, &port->mutex);
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if(rc) {
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fprintf(stderr, "WaitMsg: pthread_cond_wait returned %d: %s\n", rc, strerror(rc));
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}
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}
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/* Remove msg */
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*msgCode = port->msgCode;
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*msgData = port->msgData;
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//printf("WaitMsg: %s %s got %d %08lx\n",functionName, portName, *msgCode, *msgData);
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port->status = MsgNone;
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port->msgCode = 0;
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port->msgData = NULL;
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rc = pthread_mutex_unlock(&port->mutex);
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if(rc) {
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fprintf(stderr, "WaitMsg: pthread_mutex_unlock returned %d: %s\n", rc, strerror(rc));
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}
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/* Wake up any threads blocked waiting for port to be empty. */
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rc = pthread_cond_broadcast(&port->condition);
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if(rc) {
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fprintf(stderr, "SendMsg: pthread_cond_broadcast returned %d: %s\n", rc, strerror(rc));
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}
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#endif
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}
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#define SendMsg(p, c, d) _SendMsg(p, c, d, __PRETTY_FUNCTION__, #p, #c)
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#define WaitMsg(p, c, d) _WaitMsg(p, c, d, __PRETTY_FUNCTION__, #p)
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#if 0
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static void _Log(const char *msg)
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{
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int rc;
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rc = pthread_mutex_lock(&logMutex);
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if (rc)
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ri.Printf(PRINT_ALL, "_Log: pthread_mutex_lock returned %d: %s\n", rc, strerror(rc));
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fputs(msg,stderr);
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fflush(stderr);
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rc = pthread_mutex_unlock(&logMutex);
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if (rc)
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ri.Printf(PRINT_ALL, "_Log: pthread_mutex_unlock returned %d: %s\n", rc, strerror(rc));
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}
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#endif
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//
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// The main Q3 SMP API
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//
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static void (*glimpRenderThread)( void ) = NULL;
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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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glimpRenderThread();
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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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// Send one last message back to front end before we die...
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// This is somewhat of a hack.. fixme.
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if (rendererProcessingCommand) {
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SendMsg(&frontEndMsgPort, RenderCompletedMsg, NULL);
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rendererProcessingCommand = NO;
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}
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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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if (!portsInited) {
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portsInited = YES;
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MsgPortInit(&rendererMsgPort);
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MsgPortInit(&frontEndMsgPort);
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renderMsgOutstanding = NO;
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rendererProcessingCommand = NO;
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pthread_mutex_init(&logMutex, NULL);
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}
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glimpRenderThread = function;
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rc = pthread_create(&renderThread,
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NULL, // attributes
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GLimp_RenderThreadWrapper,
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NULL); // argument
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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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static volatile void *smpData;
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// TJW - This is calling in the rendering thread to wait until another
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// command buffer is ready. The command buffer returned might be NULL,
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// indicating that the rendering thread should exit.
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void *GLimp_RendererSleep(void)
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{
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//_Log(__PRETTY_FUNCTION__ " entered");
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unsigned int msgCode;
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void *msgData;
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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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// Let the main thread we are idle and that no work is queued
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//_Log("rs0\n");
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/* If we actually had some work to do, then tell the front end we completed it. */
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if (rendererProcessingCommand) {
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SendMsg(&frontEndMsgPort, RenderCompletedMsg, NULL);
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rendererProcessingCommand = NO;
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}
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// Wait for new msg
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for (;;) {
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WaitMsg(&rendererMsgPort, &msgCode, &msgData);
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if (1 || msgCode == RenderCommandMsg) {
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smpData = msgData;
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break;
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} else {
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printf("renderer received unknown message: %d\n",msgCode);
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}
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}
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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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rendererProcessingCommand = YES;
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GLSTAMP("GLimp_RendererSleep end", 0);
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return (void *)smpData;
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}
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// TJW - This is from the main thread to wait until the rendering thread
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// has completed the command buffer that it has
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void GLimp_FrontEndSleep(void)
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{
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unsigned int msgCode;
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void *msgData;
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GLSTAMP("GLimp_FrontEndSleep start", 1);
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if (renderMsgOutstanding) {
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for (;;) {
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WaitMsg(&frontEndMsgPort, &msgCode, &msgData);
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if(1 || msgCode == RenderCompletedMsg) {
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break;
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} else {
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printf("front end received unknown message: %d\n",msgCode);
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}
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}
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renderMsgOutstanding = NO;
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}
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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", 1);
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}
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// TJW - 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", 1);
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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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SendMsg(&rendererMsgPort, RenderCommandMsg, data);
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// Don't set flag saying that the renderer is processing something if it's just
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// being told to exit.
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//if(data != NULL)
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renderMsgOutstanding = YES;
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GLSTAMP("GLimp_WakeRenderer end", 1);
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}
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