lilium-voyager/code/macosx/macosx_glsmp_ports.m

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