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830f73a316
For the Wii, SDL's mutex functionality is used. The implementation in the original patch was wrong though, so this part required non-trivial changes. git-svn-id: https://svn.eduke32.com/eduke32@2626 1a8010ca-5511-0410-912e-c29ae57300e0
42 lines
797 B
C
42 lines
797 B
C
#include "compat.h"
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#include "mutex.h"
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int32_t mutex_init(mutex_t *mutex)
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{
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#ifdef _WIN32
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*mutex = CreateMutex(0, FALSE, 0);
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return (*mutex == 0);
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#elif !defined GEKKO
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return pthread_mutex_init(mutex, NULL);
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#else
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if (mutex)
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{
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*mutex = SDL_CreateMutex();
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if (*mutex != NULL)
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return 0;
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}
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return -1;
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#endif
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}
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int32_t mutex_lock(mutex_t *mutex)
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{
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#ifdef _WIN32
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return (WaitForSingleObject(*mutex, INFINITE) == WAIT_FAILED);
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#elif !defined GEKKO
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return pthread_mutex_lock(mutex);
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#else
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return SDL_LockMutex(*mutex);
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#endif
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}
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int32_t mutex_unlock(mutex_t *mutex)
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{
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#ifdef _WIN32
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return (ReleaseMutex(*mutex) == 0);
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#elif !defined GEKKO
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return pthread_mutex_unlock(mutex);
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#else
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return SDL_UnlockMutex(*mutex);
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#endif
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}
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