diff options
author | Brad Davis <[email protected]> | 2013-07-03 09:16:03 -0700 |
---|---|---|
committer | Brad Davis <[email protected]> | 2013-07-03 09:16:03 -0700 |
commit | d46694c91c2bec4eb1e282c0c0101e6dab26e082 (patch) | |
tree | eb5fba71edf1aedc0d6af9406881004289433b20 /LibOVR/Src/Kernel/OVR_ThreadsWinAPI.cpp | |
parent | 7fa8be4bc565adc9911c95c814480cc48bf2d13c (diff) |
SDK 0.2.3
Diffstat (limited to 'LibOVR/Src/Kernel/OVR_ThreadsWinAPI.cpp')
-rw-r--r-- | LibOVR/Src/Kernel/OVR_ThreadsWinAPI.cpp | 1988 |
1 files changed, 994 insertions, 994 deletions
diff --git a/LibOVR/Src/Kernel/OVR_ThreadsWinAPI.cpp b/LibOVR/Src/Kernel/OVR_ThreadsWinAPI.cpp index fa3962e..7a75872 100644 --- a/LibOVR/Src/Kernel/OVR_ThreadsWinAPI.cpp +++ b/LibOVR/Src/Kernel/OVR_ThreadsWinAPI.cpp @@ -1,994 +1,994 @@ -/************************************************************************************
-
-Filename : OVR_ThreadsWinAPI.cpp
-Platform : WinAPI
-Content : Windows specific thread-related (safe) functionality
-Created : September 19, 2012
-Notes :
-
-Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
-
-Use of this software is subject to the terms of the Oculus license
-agreement provided at the time of installation or download, or which
-otherwise accompanies this software in either electronic or hard copy form.
-
-************************************************************************************/
-
-#include "OVR_Threads.h"
-#include "OVR_Hash.h"
-#include "OVR_Log.h"
-
-#ifdef OVR_ENABLE_THREADS
-
-// For _beginthreadex / _endtheadex
-#include <process.h>
-
-namespace OVR {
-
-
-//-----------------------------------------------------------------------------------
-// *** Internal Mutex implementation class
-
-class MutexImpl : public NewOverrideBase
-{
- // System mutex or semaphore
- HANDLE hMutexOrSemaphore;
- bool Recursive;
- volatile unsigned LockCount;
-
- friend class WaitConditionImpl;
-
-public:
- // Constructor/destructor
- MutexImpl(bool recursive = 1);
- ~MutexImpl();
-
- // Locking functions
- void DoLock();
- bool TryLock();
- void Unlock(Mutex* pmutex);
- // Returns 1 if the mutes is currently locked
- bool IsLockedByAnotherThread(Mutex* pmutex);
-};
-
-// *** Constructor/destructor
-MutexImpl::MutexImpl(bool recursive)
-{
- Recursive = recursive;
- LockCount = 0;
- hMutexOrSemaphore = Recursive ? CreateMutex(NULL, 0, NULL) : CreateSemaphore(NULL, 1, 1, NULL);
-}
-MutexImpl::~MutexImpl()
-{
- CloseHandle(hMutexOrSemaphore);
-}
-
-
-// Lock and try lock
-void MutexImpl::DoLock()
-{
- if (::WaitForSingleObject(hMutexOrSemaphore, INFINITE) != WAIT_OBJECT_0)
- return;
- LockCount++;
-}
-
-bool MutexImpl::TryLock()
-{
- DWORD ret;
- if ((ret=::WaitForSingleObject(hMutexOrSemaphore, 0)) != WAIT_OBJECT_0)
- return 0;
- LockCount++;
- return 1;
-}
-
-void MutexImpl::Unlock(Mutex* pmutex)
-{
- OVR_UNUSED(pmutex);
-
- unsigned lockCount;
- LockCount--;
- lockCount = LockCount;
-
- // Release mutex
- if ((Recursive ? ReleaseMutex(hMutexOrSemaphore) :
- ReleaseSemaphore(hMutexOrSemaphore, 1, NULL)) != 0)
- {
- // This used to call Wait handlers if lockCount == 0.
- }
-}
-
-bool MutexImpl::IsLockedByAnotherThread(Mutex* pmutex)
-{
- // There could be multiple interpretations of IsLocked with respect to current thread
- if (LockCount == 0)
- return 0;
- if (!TryLock())
- return 1;
- Unlock(pmutex);
- return 0;
-}
-
-/*
-bool MutexImpl::IsSignaled() const
-{
- // An mutex is signaled if it is not locked ANYWHERE
- // Note that this is different from IsLockedByAnotherThread function,
- // that takes current thread into account
- return LockCount == 0;
-}
-*/
-
-
-// *** Actual Mutex class implementation
-
-Mutex::Mutex(bool recursive)
-{
- pImpl = new MutexImpl(recursive);
-}
-Mutex::~Mutex()
-{
- delete pImpl;
-}
-
-// Lock and try lock
-void Mutex::DoLock()
-{
- pImpl->DoLock();
-}
-bool Mutex::TryLock()
-{
- return pImpl->TryLock();
-}
-void Mutex::Unlock()
-{
- pImpl->Unlock(this);
-}
-bool Mutex::IsLockedByAnotherThread()
-{
- return pImpl->IsLockedByAnotherThread(this);
-}
-
-//-----------------------------------------------------------------------------------
-// ***** Event
-
-bool Event::Wait(unsigned delay)
-{
- Mutex::Locker lock(&StateMutex);
-
- // Do the correct amount of waiting
- if (delay == OVR_WAIT_INFINITE)
- {
- while(!State)
- StateWaitCondition.Wait(&StateMutex);
- }
- else if (delay)
- {
- if (!State)
- StateWaitCondition.Wait(&StateMutex, delay);
- }
-
- bool state = State;
- // Take care of temporary 'pulsing' of a state
- if (Temporary)
- {
- Temporary = false;
- State = false;
- }
- return state;
-}
-
-void Event::updateState(bool newState, bool newTemp, bool mustNotify)
-{
- Mutex::Locker lock(&StateMutex);
- State = newState;
- Temporary = newTemp;
- if (mustNotify)
- StateWaitCondition.NotifyAll();
-}
-
-
-//-----------------------------------------------------------------------------------
-// ***** Win32 Wait Condition Implementation
-
-// Internal implementation class
-class WaitConditionImpl : public NewOverrideBase
-{
- // Event pool entries for extra events
- struct EventPoolEntry : public NewOverrideBase
- {
- HANDLE hEvent;
- EventPoolEntry *pNext;
- EventPoolEntry *pPrev;
- };
-
- Lock WaitQueueLoc;
- // Stores free events that can be used later
- EventPoolEntry * pFreeEventList;
-
- // A queue of waiting objects to be signaled
- EventPoolEntry* pQueueHead;
- EventPoolEntry* pQueueTail;
-
- // Allocation functions for free events
- EventPoolEntry* GetNewEvent();
- void ReleaseEvent(EventPoolEntry* pevent);
-
- // Queue operations
- void QueuePush(EventPoolEntry* pentry);
- EventPoolEntry* QueuePop();
- void QueueFindAndRemove(EventPoolEntry* pentry);
-
-public:
-
- // Constructor/destructor
- WaitConditionImpl();
- ~WaitConditionImpl();
-
- // Release mutex and wait for condition. The mutex is re-acqured after the wait.
- bool Wait(Mutex *pmutex, unsigned delay = OVR_WAIT_INFINITE);
-
- // Notify a condition, releasing at one object waiting
- void Notify();
- // Notify a condition, releasing all objects waiting
- void NotifyAll();
-};
-
-
-
-WaitConditionImpl::WaitConditionImpl()
-{
- pFreeEventList = 0;
- pQueueHead =
- pQueueTail = 0;
-}
-
-WaitConditionImpl::~WaitConditionImpl()
-{
- // Free all the resources
- EventPoolEntry* p = pFreeEventList;
- EventPoolEntry* pentry;
-
- while(p)
- {
- // Move to next
- pentry = p;
- p = p->pNext;
- // Delete old
- ::CloseHandle(pentry->hEvent);
- delete pentry;
- }
- // Shouldn't we also consider the queue?
-
- // To be safe
- pFreeEventList = 0;
- pQueueHead =
- pQueueTail = 0;
-}
-
-
-// Allocation functions for free events
-WaitConditionImpl::EventPoolEntry* WaitConditionImpl::GetNewEvent()
-{
- EventPoolEntry* pentry;
-
- // If there are any free nodes, use them
- if (pFreeEventList)
- {
- pentry = pFreeEventList;
- pFreeEventList = pFreeEventList->pNext;
- }
- else
- {
- // Allocate a new node
- pentry = new EventPoolEntry;
- pentry->pNext = 0;
- pentry->pPrev = 0;
- // Non-signaled manual event
- pentry->hEvent = ::CreateEvent(NULL, TRUE, 0, NULL);
- }
-
- return pentry;
-}
-
-void WaitConditionImpl::ReleaseEvent(EventPoolEntry* pevent)
-{
- // Mark event as non-signaled
- ::ResetEvent(pevent->hEvent);
- // And add it to free pool
- pevent->pNext = pFreeEventList;
- pevent->pPrev = 0;
- pFreeEventList = pevent;
-}
-
-// Queue operations
-void WaitConditionImpl::QueuePush(EventPoolEntry* pentry)
-{
- // Items already exist? Just add to tail
- if (pQueueTail)
- {
- pentry->pPrev = pQueueTail;
- pQueueTail->pNext = pentry;
- pentry->pNext = 0;
- pQueueTail = pentry;
- }
- else
- {
- // No items in queue
- pentry->pNext =
- pentry->pPrev = 0;
- pQueueHead =
- pQueueTail = pentry;
- }
-}
-
-WaitConditionImpl::EventPoolEntry* WaitConditionImpl::QueuePop()
-{
- EventPoolEntry* pentry = pQueueHead;
-
- // No items, null pointer
- if (pentry)
- {
- // More items after this one? just grab the first item
- if (pQueueHead->pNext)
- {
- pQueueHead = pentry->pNext;
- pQueueHead->pPrev = 0;
- }
- else
- {
- // Last item left
- pQueueTail =
- pQueueHead = 0;
- }
- }
- return pentry;
-}
-
-void WaitConditionImpl::QueueFindAndRemove(EventPoolEntry* pentry)
-{
- // Do an exhaustive search looking for an entry
- EventPoolEntry* p = pQueueHead;
-
- while(p)
- {
- // Entry found? Remove.
- if (p == pentry)
- {
-
- // Remove the node form the list
- // Prev link
- if (pentry->pPrev)
- pentry->pPrev->pNext = pentry->pNext;
- else
- pQueueHead = pentry->pNext;
- // Next link
- if (pentry->pNext)
- pentry->pNext->pPrev = pentry->pPrev;
- else
- pQueueTail = pentry->pPrev;
- // Done
- return;
- }
-
- // Move to next item
- p = p->pNext;
- }
-}
-
-
-bool WaitConditionImpl::Wait(Mutex *pmutex, unsigned delay)
-{
- bool result = 0;
- unsigned i;
- unsigned lockCount = pmutex->pImpl->LockCount;
- EventPoolEntry* pentry;
-
- // Mutex must have been locked
- if (lockCount == 0)
- return 0;
-
- // Add an object to the wait queue
- WaitQueueLoc.DoLock();
- QueuePush(pentry = GetNewEvent());
- WaitQueueLoc.Unlock();
-
- // Finally, release a mutex or semaphore
- if (pmutex->pImpl->Recursive)
- {
- // Release the recursive mutex N times
- pmutex->pImpl->LockCount = 0;
- for(i=0; i<lockCount; i++)
- ::ReleaseMutex(pmutex->pImpl->hMutexOrSemaphore);
- }
- else
- {
- pmutex->pImpl->LockCount = 0;
- ::ReleaseSemaphore(pmutex->pImpl->hMutexOrSemaphore, 1, NULL);
- }
-
- // Note that there is a gap here between mutex.Unlock() and Wait(). However,
- // if notify() comes in at this point in the other thread it will set our
- // corresponding event so wait will just fall through, as expected.
-
- // Block and wait on the event
- DWORD waitResult = ::WaitForSingleObject(pentry->hEvent,
- (delay == OVR_WAIT_INFINITE) ? INFINITE : delay);
- /*
-repeat_wait:
- DWORD waitResult =
-
- ::MsgWaitForMultipleObjects(1, &pentry->hEvent, FALSE,
- (delay == OVR_WAIT_INFINITE) ? INFINITE : delay,
- QS_ALLINPUT);
- */
-
- WaitQueueLoc.DoLock();
- switch(waitResult)
- {
- case WAIT_ABANDONED:
- case WAIT_OBJECT_0:
- result = 1;
- // Wait was successful, therefore the event entry should already be removed
- // So just add entry back to a free list
- ReleaseEvent(pentry);
- break;
- /*
- case WAIT_OBJECT_0 + 1:
- // Messages in WINDOWS queue
- {
- MSG msg;
- PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);
- WaitQueueLoc.Unlock();
- goto repeat_wait;
- }
- break; */
- default:
- // Timeout, our entry should still be in a queue
- QueueFindAndRemove(pentry);
- ReleaseEvent(pentry);
- }
- WaitQueueLoc.Unlock();
-
- // Re-aquire the mutex
- for(i=0; i<lockCount; i++)
- pmutex->DoLock();
-
- // Return the result
- return result;
-}
-
-// Notify a condition, releasing the least object in a queue
-void WaitConditionImpl::Notify()
-{
- Lock::Locker lock(&WaitQueueLoc);
-
- // Pop last entry & signal it
- EventPoolEntry* pentry = QueuePop();
- if (pentry)
- ::SetEvent(pentry->hEvent);
-}
-
-// Notify a condition, releasing all objects waiting
-void WaitConditionImpl::NotifyAll()
-{
- Lock::Locker lock(&WaitQueueLoc);
-
- // Pop and signal all events
- // NOTE : There is no need to release the events, it's the waiters job to do so
- EventPoolEntry* pentry = QueuePop();
- while (pentry)
- {
- ::SetEvent(pentry->hEvent);
- pentry = QueuePop();
- }
-}
-
-
-
-// *** Actual implementation of WaitCondition
-
-WaitCondition::WaitCondition()
-{
- pImpl = new WaitConditionImpl;
-}
-WaitCondition::~WaitCondition()
-{
- delete pImpl;
-}
-
-// Wait without a mutex
-bool WaitCondition::Wait(Mutex *pmutex, unsigned delay)
-{
- return pImpl->Wait(pmutex, delay);
-}
-// Notification
-void WaitCondition::Notify()
-{
- pImpl->Notify();
-}
-void WaitCondition::NotifyAll()
-{
- pImpl->NotifyAll();
-}
-
-
-
-//-----------------------------------------------------------------------------------
-// ***** Thread Class
-
-// Per-thread variable
-// MA: Don't use TLS for now - portability issues with DLLs, etc.
-/*
-#if !defined(OVR_CC_MSVC) || (OVR_CC_MSVC < 1300)
-__declspec(thread) Thread* pCurrentThread = 0;
-#else
-#pragma data_seg(".tls$")
-__declspec(thread) Thread* pCurrentThread = 0;
-#pragma data_seg(".rwdata")
-#endif
-*/
-
-// *** Thread constructors.
-
-Thread::Thread(UPInt stackSize, int processor)
-{
- CreateParams params;
- params.stackSize = stackSize;
- params.processor = processor;
- Init(params);
-}
-
-Thread::Thread(Thread::ThreadFn threadFunction, void* userHandle, UPInt stackSize,
- int processor, Thread::ThreadState initialState)
-{
- CreateParams params(threadFunction, userHandle, stackSize, processor, initialState);
- Init(params);
-}
-
-Thread::Thread(const CreateParams& params)
-{
- Init(params);
-}
-void Thread::Init(const CreateParams& params)
-{
- // Clear the variables
- ThreadFlags = 0;
- ThreadHandle = 0;
- IdValue = 0;
- ExitCode = 0;
- SuspendCount = 0;
- StackSize = params.stackSize;
- Processor = params.processor;
- Priority = params.priority;
-
- // Clear Function pointers
- ThreadFunction = params.threadFunction;
- UserHandle = params.userHandle;
- if (params.initialState != NotRunning)
- Start(params.initialState);
-
-}
-
-Thread::~Thread()
-{
- // Thread should not running while object is being destroyed,
- // this would indicate ref-counting issue.
- //OVR_ASSERT(IsRunning() == 0);
-
- // Clean up thread.
- CleanupSystemThread();
- ThreadHandle = 0;
-}
-
-
-// *** Overridable User functions.
-
-// Default Run implementation
-int Thread::Run()
-{
- // Call pointer to function, if available.
- return (ThreadFunction) ? ThreadFunction(this, UserHandle) : 0;
-}
-void Thread::OnExit()
-{
-}
-
-// Finishes the thread and releases internal reference to it.
-void Thread::FinishAndRelease()
-{
- // Note: thread must be US.
- ThreadFlags &= (UInt32)~(OVR_THREAD_STARTED);
- ThreadFlags |= OVR_THREAD_FINISHED;
-
- // Release our reference; this is equivalent to 'delete this'
- // from the point of view of our thread.
- Release();
-}
-
-
-// *** ThreadList - used to tack all created threads
-
-class ThreadList : public NewOverrideBase
-{
- //------------------------------------------------------------------------
- struct ThreadHashOp
- {
- UPInt operator()(const Thread* ptr)
- {
- return (((UPInt)ptr) >> 6) ^ (UPInt)ptr;
- }
- };
-
- HashSet<Thread*, ThreadHashOp> ThreadSet;
- Mutex ThreadMutex;
- WaitCondition ThreadsEmpty;
- // Track the root thread that created us.
- ThreadId RootThreadId;
-
- static ThreadList* volatile pRunningThreads;
-
- void addThread(Thread *pthread)
- {
- Mutex::Locker lock(&ThreadMutex);
- ThreadSet.Add(pthread);
- }
-
- void removeThread(Thread *pthread)
- {
- Mutex::Locker lock(&ThreadMutex);
- ThreadSet.Remove(pthread);
- if (ThreadSet.GetSize() == 0)
- ThreadsEmpty.Notify();
- }
-
- void finishAllThreads()
- {
- // Only original root thread can call this.
- OVR_ASSERT(GetCurrentThreadId() == RootThreadId);
-
- Mutex::Locker lock(&ThreadMutex);
- while (ThreadSet.GetSize() != 0)
- ThreadsEmpty.Wait(&ThreadMutex);
- }
-
-public:
-
- ThreadList()
- {
- RootThreadId = GetCurrentThreadId();
- }
- ~ThreadList() { }
-
-
- static void AddRunningThread(Thread *pthread)
- {
- // Non-atomic creation ok since only the root thread
- if (!pRunningThreads)
- {
- pRunningThreads = new ThreadList;
- OVR_ASSERT(pRunningThreads);
- }
- pRunningThreads->addThread(pthread);
- }
-
- // NOTE: 'pthread' might be a dead pointer when this is
- // called so it should not be accessed; it is only used
- // for removal.
- static void RemoveRunningThread(Thread *pthread)
- {
- OVR_ASSERT(pRunningThreads);
- pRunningThreads->removeThread(pthread);
- }
-
- static void FinishAllThreads()
- {
- // This is ok because only root thread can wait for other thread finish.
- if (pRunningThreads)
- {
- pRunningThreads->finishAllThreads();
- delete pRunningThreads;
- pRunningThreads = 0;
- }
- }
-};
-
-// By default, we have no thread list.
-ThreadList* volatile ThreadList::pRunningThreads = 0;
-
-
-// FinishAllThreads - exposed publicly in Thread.
-void Thread::FinishAllThreads()
-{
- ThreadList::FinishAllThreads();
-}
-
-
-// *** Run override
-
-int Thread::PRun()
-{
- // Suspend us on start, if requested
- if (ThreadFlags & OVR_THREAD_START_SUSPENDED)
- {
- Suspend();
- ThreadFlags &= (UInt32)~OVR_THREAD_START_SUSPENDED;
- }
-
- // Call the virtual run function
- ExitCode = Run();
- return ExitCode;
-}
-
-
-
-/* MA: Don't use TLS for now.
-
-// Static function to return a pointer to the current thread
-void Thread::InitCurrentThread(Thread *pthread)
-{
- pCurrentThread = pthread;
-}
-
-// Static function to return a pointer to the current thread
-Thread* Thread::GetThread()
-{
- return pCurrentThread;
-}
-*/
-
-
-// *** User overridables
-
-bool Thread::GetExitFlag() const
-{
- return (ThreadFlags & OVR_THREAD_EXIT) != 0;
-}
-
-void Thread::SetExitFlag(bool exitFlag)
-{
- // The below is atomic since ThreadFlags is AtomicInt.
- if (exitFlag)
- ThreadFlags |= OVR_THREAD_EXIT;
- else
- ThreadFlags &= (UInt32) ~OVR_THREAD_EXIT;
-}
-
-
-// Determines whether the thread was running and is now finished
-bool Thread::IsFinished() const
-{
- return (ThreadFlags & OVR_THREAD_FINISHED) != 0;
-}
-// Determines whether the thread is suspended
-bool Thread::IsSuspended() const
-{
- return SuspendCount > 0;
-}
-// Returns current thread state
-Thread::ThreadState Thread::GetThreadState() const
-{
- if (IsSuspended())
- return Suspended;
- if (ThreadFlags & OVR_THREAD_STARTED)
- return Running;
- return NotRunning;
-}
-
-
-
-// ***** Thread management
-/* static */
-int Thread::GetOSPriority(ThreadPriority p)
-{
- switch(p)
- {
- case Thread::CriticalPriority: return THREAD_PRIORITY_TIME_CRITICAL;
- case Thread::HighestPriority: return THREAD_PRIORITY_HIGHEST;
- case Thread::AboveNormalPriority: return THREAD_PRIORITY_ABOVE_NORMAL;
- case Thread::NormalPriority: return THREAD_PRIORITY_NORMAL;
- case Thread::BelowNormalPriority: return THREAD_PRIORITY_BELOW_NORMAL;
- case Thread::LowestPriority: return THREAD_PRIORITY_LOWEST;
- case Thread::IdlePriority: return THREAD_PRIORITY_IDLE;
- }
- return THREAD_PRIORITY_NORMAL;
-}
-
-// The actual first function called on thread start
-unsigned WINAPI Thread_Win32StartFn(void * phandle)
-{
- Thread * pthread = (Thread*)phandle;
- if (pthread->Processor != -1)
- {
- DWORD_PTR ret = SetThreadAffinityMask(GetCurrentThread(), (DWORD)pthread->Processor);
- if (ret == 0)
- OVR_DEBUG_LOG(("Could not set hardware processor for the thread"));
- }
- BOOL ret = ::SetThreadPriority(GetCurrentThread(), Thread::GetOSPriority(pthread->Priority));
- if (ret == 0)
- OVR_DEBUG_LOG(("Could not set thread priority"));
- OVR_UNUSED(ret);
-
- // Ensure that ThreadId is assigned once thread is running, in case
- // beginthread hasn't filled it in yet.
- pthread->IdValue = (ThreadId)::GetCurrentThreadId();
-
- DWORD result = pthread->PRun();
- // Signal the thread as done and release it atomically.
- pthread->FinishAndRelease();
- // At this point Thread object might be dead; however we can still pass
- // it to RemoveRunningThread since it is only used as a key there.
- ThreadList::RemoveRunningThread(pthread);
- return (unsigned) result;
-}
-
-bool Thread::Start(ThreadState initialState)
-{
- if (initialState == NotRunning)
- return 0;
- if (GetThreadState() != NotRunning)
- {
- OVR_DEBUG_LOG(("Thread::Start failed - thread %p already running", this));
- return 0;
- }
-
- // Free old thread handle before creating the new one
- CleanupSystemThread();
-
- // AddRef to us until the thread is finished.
- AddRef();
- ThreadList::AddRunningThread(this);
-
- ExitCode = 0;
- SuspendCount = 0;
- ThreadFlags = (initialState == Running) ? 0 : OVR_THREAD_START_SUSPENDED;
- ThreadHandle = (HANDLE) _beginthreadex(0, (unsigned)StackSize,
- Thread_Win32StartFn, this, 0, (unsigned*)&IdValue);
-
- // Failed? Fail the function
- if (ThreadHandle == 0)
- {
- ThreadFlags = 0;
- Release();
- ThreadList::RemoveRunningThread(this);
- return 0;
- }
- return 1;
-}
-
-
-// Suspend the thread until resumed
-bool Thread::Suspend()
-{
- // Can't suspend a thread that wasn't started
- if (!(ThreadFlags & OVR_THREAD_STARTED))
- return 0;
-
- if (::SuspendThread(ThreadHandle) != 0xFFFFFFFF)
- {
- SuspendCount++;
- return 1;
- }
- return 0;
-}
-
-// Resumes currently suspended thread
-bool Thread::Resume()
-{
- // Can't suspend a thread that wasn't started
- if (!(ThreadFlags & OVR_THREAD_STARTED))
- return 0;
-
- // Decrement count, and resume thread if it is 0
- SInt32 oldCount = SuspendCount.ExchangeAdd_Acquire(-1);
- if (oldCount >= 1)
- {
- if (oldCount == 1)
- {
- if (::ResumeThread(ThreadHandle) != 0xFFFFFFFF)
- return 1;
- }
- else
- {
- return 1;
- }
- }
- return 0;
-}
-
-
-// Quits with an exit code
-void Thread::Exit(int exitCode)
-{
- // Can only exist the current thread.
- // MA: Don't use TLS for now.
- //if (GetThread() != this)
- // return;
-
- // Call the virtual OnExit function.
- OnExit();
-
- // Signal this thread object as done and release it's references.
- FinishAndRelease();
- ThreadList::RemoveRunningThread(this);
-
- // Call the exit function.
- _endthreadex((unsigned)exitCode);
-}
-
-
-void Thread::CleanupSystemThread()
-{
- if (ThreadHandle != 0)
- {
- ::CloseHandle(ThreadHandle);
- ThreadHandle = 0;
- }
-}
-
-// *** Sleep functions
-// static
-bool Thread::Sleep(unsigned secs)
-{
- ::Sleep(secs*1000);
- return 1;
-}
-
-// static
-bool Thread::MSleep(unsigned msecs)
-{
- ::Sleep(msecs);
- return 1;
-}
-
-void Thread::SetThreadName( const char* name )
-{
-#if !defined(OVR_BUILD_SHIPPING) || defined(OVR_BUILD_PROFILING)
- // Looks ugly, but it is the recommended way to name a thread.
- typedef struct tagTHREADNAME_INFO {
- DWORD dwType; // Must be 0x1000
- LPCSTR szName; // Pointer to name (in user address space)
- DWORD dwThreadID; // Thread ID (-1 for caller thread)
- DWORD dwFlags; // Reserved for future use; must be zero
- } THREADNAME_INFO;
-
- THREADNAME_INFO info;
-
- info.dwType = 0x1000;
- info.szName = name;
- info.dwThreadID = reinterpret_cast<DWORD>(GetThreadId());
- info.dwFlags = 0;
-
- __try
- {
-#ifdef _WIN64
- RaiseException( 0x406D1388, 0, sizeof(info)/sizeof(DWORD), (const ULONG_PTR *)&info );
-#else
- RaiseException( 0x406D1388, 0, sizeof(info)/sizeof(DWORD), (DWORD *)&info );
-#endif
- }
- __except( GetExceptionCode()==0x406D1388 ? EXCEPTION_CONTINUE_EXECUTION : EXCEPTION_EXECUTE_HANDLER )
- {
- }
-#endif // OVR_BUILD_SHIPPING
-}
-
-// static
-int Thread::GetCPUCount()
-{
- SYSTEM_INFO sysInfo;
- GetSystemInfo(&sysInfo);
- return (int) sysInfo.dwNumberOfProcessors;
-}
-
-// Returns the unique Id of a thread it is called on, intended for
-// comparison purposes.
-ThreadId GetCurrentThreadId()
-{
- return (ThreadId)::GetCurrentThreadId();
-}
-
-} // OVR
-
-#endif
-
-
+/************************************************************************************ + +Filename : OVR_ThreadsWinAPI.cpp +Platform : WinAPI +Content : Windows specific thread-related (safe) functionality +Created : September 19, 2012 +Notes : + +Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved. + +Use of this software is subject to the terms of the Oculus license +agreement provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +************************************************************************************/ + +#include "OVR_Threads.h" +#include "OVR_Hash.h" +#include "OVR_Log.h" + +#ifdef OVR_ENABLE_THREADS + +// For _beginthreadex / _endtheadex +#include <process.h> + +namespace OVR { + + +//----------------------------------------------------------------------------------- +// *** Internal Mutex implementation class + +class MutexImpl : public NewOverrideBase +{ + // System mutex or semaphore + HANDLE hMutexOrSemaphore; + bool Recursive; + volatile unsigned LockCount; + + friend class WaitConditionImpl; + +public: + // Constructor/destructor + MutexImpl(bool recursive = 1); + ~MutexImpl(); + + // Locking functions + void DoLock(); + bool TryLock(); + void Unlock(Mutex* pmutex); + // Returns 1 if the mutes is currently locked + bool IsLockedByAnotherThread(Mutex* pmutex); +}; + +// *** Constructor/destructor +MutexImpl::MutexImpl(bool recursive) +{ + Recursive = recursive; + LockCount = 0; + hMutexOrSemaphore = Recursive ? CreateMutex(NULL, 0, NULL) : CreateSemaphore(NULL, 1, 1, NULL); +} +MutexImpl::~MutexImpl() +{ + CloseHandle(hMutexOrSemaphore); +} + + +// Lock and try lock +void MutexImpl::DoLock() +{ + if (::WaitForSingleObject(hMutexOrSemaphore, INFINITE) != WAIT_OBJECT_0) + return; + LockCount++; +} + +bool MutexImpl::TryLock() +{ + DWORD ret; + if ((ret=::WaitForSingleObject(hMutexOrSemaphore, 0)) != WAIT_OBJECT_0) + return 0; + LockCount++; + return 1; +} + +void MutexImpl::Unlock(Mutex* pmutex) +{ + OVR_UNUSED(pmutex); + + unsigned lockCount; + LockCount--; + lockCount = LockCount; + + // Release mutex + if ((Recursive ? ReleaseMutex(hMutexOrSemaphore) : + ReleaseSemaphore(hMutexOrSemaphore, 1, NULL)) != 0) + { + // This used to call Wait handlers if lockCount == 0. + } +} + +bool MutexImpl::IsLockedByAnotherThread(Mutex* pmutex) +{ + // There could be multiple interpretations of IsLocked with respect to current thread + if (LockCount == 0) + return 0; + if (!TryLock()) + return 1; + Unlock(pmutex); + return 0; +} + +/* +bool MutexImpl::IsSignaled() const +{ + // An mutex is signaled if it is not locked ANYWHERE + // Note that this is different from IsLockedByAnotherThread function, + // that takes current thread into account + return LockCount == 0; +} +*/ + + +// *** Actual Mutex class implementation + +Mutex::Mutex(bool recursive) +{ + pImpl = new MutexImpl(recursive); +} +Mutex::~Mutex() +{ + delete pImpl; +} + +// Lock and try lock +void Mutex::DoLock() +{ + pImpl->DoLock(); +} +bool Mutex::TryLock() +{ + return pImpl->TryLock(); +} +void Mutex::Unlock() +{ + pImpl->Unlock(this); +} +bool Mutex::IsLockedByAnotherThread() +{ + return pImpl->IsLockedByAnotherThread(this); +} + +//----------------------------------------------------------------------------------- +// ***** Event + +bool Event::Wait(unsigned delay) +{ + Mutex::Locker lock(&StateMutex); + + // Do the correct amount of waiting + if (delay == OVR_WAIT_INFINITE) + { + while(!State) + StateWaitCondition.Wait(&StateMutex); + } + else if (delay) + { + if (!State) + StateWaitCondition.Wait(&StateMutex, delay); + } + + bool state = State; + // Take care of temporary 'pulsing' of a state + if (Temporary) + { + Temporary = false; + State = false; + } + return state; +} + +void Event::updateState(bool newState, bool newTemp, bool mustNotify) +{ + Mutex::Locker lock(&StateMutex); + State = newState; + Temporary = newTemp; + if (mustNotify) + StateWaitCondition.NotifyAll(); +} + + +//----------------------------------------------------------------------------------- +// ***** Win32 Wait Condition Implementation + +// Internal implementation class +class WaitConditionImpl : public NewOverrideBase +{ + // Event pool entries for extra events + struct EventPoolEntry : public NewOverrideBase + { + HANDLE hEvent; + EventPoolEntry *pNext; + EventPoolEntry *pPrev; + }; + + Lock WaitQueueLoc; + // Stores free events that can be used later + EventPoolEntry * pFreeEventList; + + // A queue of waiting objects to be signaled + EventPoolEntry* pQueueHead; + EventPoolEntry* pQueueTail; + + // Allocation functions for free events + EventPoolEntry* GetNewEvent(); + void ReleaseEvent(EventPoolEntry* pevent); + + // Queue operations + void QueuePush(EventPoolEntry* pentry); + EventPoolEntry* QueuePop(); + void QueueFindAndRemove(EventPoolEntry* pentry); + +public: + + // Constructor/destructor + WaitConditionImpl(); + ~WaitConditionImpl(); + + // Release mutex and wait for condition. The mutex is re-acqured after the wait. + bool Wait(Mutex *pmutex, unsigned delay = OVR_WAIT_INFINITE); + + // Notify a condition, releasing at one object waiting + void Notify(); + // Notify a condition, releasing all objects waiting + void NotifyAll(); +}; + + + +WaitConditionImpl::WaitConditionImpl() +{ + pFreeEventList = 0; + pQueueHead = + pQueueTail = 0; +} + +WaitConditionImpl::~WaitConditionImpl() +{ + // Free all the resources + EventPoolEntry* p = pFreeEventList; + EventPoolEntry* pentry; + + while(p) + { + // Move to next + pentry = p; + p = p->pNext; + // Delete old + ::CloseHandle(pentry->hEvent); + delete pentry; + } + // Shouldn't we also consider the queue? + + // To be safe + pFreeEventList = 0; + pQueueHead = + pQueueTail = 0; +} + + +// Allocation functions for free events +WaitConditionImpl::EventPoolEntry* WaitConditionImpl::GetNewEvent() +{ + EventPoolEntry* pentry; + + // If there are any free nodes, use them + if (pFreeEventList) + { + pentry = pFreeEventList; + pFreeEventList = pFreeEventList->pNext; + } + else + { + // Allocate a new node + pentry = new EventPoolEntry; + pentry->pNext = 0; + pentry->pPrev = 0; + // Non-signaled manual event + pentry->hEvent = ::CreateEvent(NULL, TRUE, 0, NULL); + } + + return pentry; +} + +void WaitConditionImpl::ReleaseEvent(EventPoolEntry* pevent) +{ + // Mark event as non-signaled + ::ResetEvent(pevent->hEvent); + // And add it to free pool + pevent->pNext = pFreeEventList; + pevent->pPrev = 0; + pFreeEventList = pevent; +} + +// Queue operations +void WaitConditionImpl::QueuePush(EventPoolEntry* pentry) +{ + // Items already exist? Just add to tail + if (pQueueTail) + { + pentry->pPrev = pQueueTail; + pQueueTail->pNext = pentry; + pentry->pNext = 0; + pQueueTail = pentry; + } + else + { + // No items in queue + pentry->pNext = + pentry->pPrev = 0; + pQueueHead = + pQueueTail = pentry; + } +} + +WaitConditionImpl::EventPoolEntry* WaitConditionImpl::QueuePop() +{ + EventPoolEntry* pentry = pQueueHead; + + // No items, null pointer + if (pentry) + { + // More items after this one? just grab the first item + if (pQueueHead->pNext) + { + pQueueHead = pentry->pNext; + pQueueHead->pPrev = 0; + } + else + { + // Last item left + pQueueTail = + pQueueHead = 0; + } + } + return pentry; +} + +void WaitConditionImpl::QueueFindAndRemove(EventPoolEntry* pentry) +{ + // Do an exhaustive search looking for an entry + EventPoolEntry* p = pQueueHead; + + while(p) + { + // Entry found? Remove. + if (p == pentry) + { + + // Remove the node form the list + // Prev link + if (pentry->pPrev) + pentry->pPrev->pNext = pentry->pNext; + else + pQueueHead = pentry->pNext; + // Next link + if (pentry->pNext) + pentry->pNext->pPrev = pentry->pPrev; + else + pQueueTail = pentry->pPrev; + // Done + return; + } + + // Move to next item + p = p->pNext; + } +} + + +bool WaitConditionImpl::Wait(Mutex *pmutex, unsigned delay) +{ + bool result = 0; + unsigned i; + unsigned lockCount = pmutex->pImpl->LockCount; + EventPoolEntry* pentry; + + // Mutex must have been locked + if (lockCount == 0) + return 0; + + // Add an object to the wait queue + WaitQueueLoc.DoLock(); + QueuePush(pentry = GetNewEvent()); + WaitQueueLoc.Unlock(); + + // Finally, release a mutex or semaphore + if (pmutex->pImpl->Recursive) + { + // Release the recursive mutex N times + pmutex->pImpl->LockCount = 0; + for(i=0; i<lockCount; i++) + ::ReleaseMutex(pmutex->pImpl->hMutexOrSemaphore); + } + else + { + pmutex->pImpl->LockCount = 0; + ::ReleaseSemaphore(pmutex->pImpl->hMutexOrSemaphore, 1, NULL); + } + + // Note that there is a gap here between mutex.Unlock() and Wait(). However, + // if notify() comes in at this point in the other thread it will set our + // corresponding event so wait will just fall through, as expected. + + // Block and wait on the event + DWORD waitResult = ::WaitForSingleObject(pentry->hEvent, + (delay == OVR_WAIT_INFINITE) ? INFINITE : delay); + /* +repeat_wait: + DWORD waitResult = + + ::MsgWaitForMultipleObjects(1, &pentry->hEvent, FALSE, + (delay == OVR_WAIT_INFINITE) ? INFINITE : delay, + QS_ALLINPUT); + */ + + WaitQueueLoc.DoLock(); + switch(waitResult) + { + case WAIT_ABANDONED: + case WAIT_OBJECT_0: + result = 1; + // Wait was successful, therefore the event entry should already be removed + // So just add entry back to a free list + ReleaseEvent(pentry); + break; + /* + case WAIT_OBJECT_0 + 1: + // Messages in WINDOWS queue + { + MSG msg; + PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE); + WaitQueueLoc.Unlock(); + goto repeat_wait; + } + break; */ + default: + // Timeout, our entry should still be in a queue + QueueFindAndRemove(pentry); + ReleaseEvent(pentry); + } + WaitQueueLoc.Unlock(); + + // Re-aquire the mutex + for(i=0; i<lockCount; i++) + pmutex->DoLock(); + + // Return the result + return result; +} + +// Notify a condition, releasing the least object in a queue +void WaitConditionImpl::Notify() +{ + Lock::Locker lock(&WaitQueueLoc); + + // Pop last entry & signal it + EventPoolEntry* pentry = QueuePop(); + if (pentry) + ::SetEvent(pentry->hEvent); +} + +// Notify a condition, releasing all objects waiting +void WaitConditionImpl::NotifyAll() +{ + Lock::Locker lock(&WaitQueueLoc); + + // Pop and signal all events + // NOTE : There is no need to release the events, it's the waiters job to do so + EventPoolEntry* pentry = QueuePop(); + while (pentry) + { + ::SetEvent(pentry->hEvent); + pentry = QueuePop(); + } +} + + + +// *** Actual implementation of WaitCondition + +WaitCondition::WaitCondition() +{ + pImpl = new WaitConditionImpl; +} +WaitCondition::~WaitCondition() +{ + delete pImpl; +} + +// Wait without a mutex +bool WaitCondition::Wait(Mutex *pmutex, unsigned delay) +{ + return pImpl->Wait(pmutex, delay); +} +// Notification +void WaitCondition::Notify() +{ + pImpl->Notify(); +} +void WaitCondition::NotifyAll() +{ + pImpl->NotifyAll(); +} + + + +//----------------------------------------------------------------------------------- +// ***** Thread Class + +// Per-thread variable +// MA: Don't use TLS for now - portability issues with DLLs, etc. +/* +#if !defined(OVR_CC_MSVC) || (OVR_CC_MSVC < 1300) +__declspec(thread) Thread* pCurrentThread = 0; +#else +#pragma data_seg(".tls$") +__declspec(thread) Thread* pCurrentThread = 0; +#pragma data_seg(".rwdata") +#endif +*/ + +// *** Thread constructors. + +Thread::Thread(UPInt stackSize, int processor) +{ + CreateParams params; + params.stackSize = stackSize; + params.processor = processor; + Init(params); +} + +Thread::Thread(Thread::ThreadFn threadFunction, void* userHandle, UPInt stackSize, + int processor, Thread::ThreadState initialState) +{ + CreateParams params(threadFunction, userHandle, stackSize, processor, initialState); + Init(params); +} + +Thread::Thread(const CreateParams& params) +{ + Init(params); +} +void Thread::Init(const CreateParams& params) +{ + // Clear the variables + ThreadFlags = 0; + ThreadHandle = 0; + IdValue = 0; + ExitCode = 0; + SuspendCount = 0; + StackSize = params.stackSize; + Processor = params.processor; + Priority = params.priority; + + // Clear Function pointers + ThreadFunction = params.threadFunction; + UserHandle = params.userHandle; + if (params.initialState != NotRunning) + Start(params.initialState); + +} + +Thread::~Thread() +{ + // Thread should not running while object is being destroyed, + // this would indicate ref-counting issue. + //OVR_ASSERT(IsRunning() == 0); + + // Clean up thread. + CleanupSystemThread(); + ThreadHandle = 0; +} + + +// *** Overridable User functions. + +// Default Run implementation +int Thread::Run() +{ + // Call pointer to function, if available. + return (ThreadFunction) ? ThreadFunction(this, UserHandle) : 0; +} +void Thread::OnExit() +{ +} + +// Finishes the thread and releases internal reference to it. +void Thread::FinishAndRelease() +{ + // Note: thread must be US. + ThreadFlags &= (UInt32)~(OVR_THREAD_STARTED); + ThreadFlags |= OVR_THREAD_FINISHED; + + // Release our reference; this is equivalent to 'delete this' + // from the point of view of our thread. + Release(); +} + + +// *** ThreadList - used to tack all created threads + +class ThreadList : public NewOverrideBase +{ + //------------------------------------------------------------------------ + struct ThreadHashOp + { + UPInt operator()(const Thread* ptr) + { + return (((UPInt)ptr) >> 6) ^ (UPInt)ptr; + } + }; + + HashSet<Thread*, ThreadHashOp> ThreadSet; + Mutex ThreadMutex; + WaitCondition ThreadsEmpty; + // Track the root thread that created us. + ThreadId RootThreadId; + + static ThreadList* volatile pRunningThreads; + + void addThread(Thread *pthread) + { + Mutex::Locker lock(&ThreadMutex); + ThreadSet.Add(pthread); + } + + void removeThread(Thread *pthread) + { + Mutex::Locker lock(&ThreadMutex); + ThreadSet.Remove(pthread); + if (ThreadSet.GetSize() == 0) + ThreadsEmpty.Notify(); + } + + void finishAllThreads() + { + // Only original root thread can call this. + OVR_ASSERT(GetCurrentThreadId() == RootThreadId); + + Mutex::Locker lock(&ThreadMutex); + while (ThreadSet.GetSize() != 0) + ThreadsEmpty.Wait(&ThreadMutex); + } + +public: + + ThreadList() + { + RootThreadId = GetCurrentThreadId(); + } + ~ThreadList() { } + + + static void AddRunningThread(Thread *pthread) + { + // Non-atomic creation ok since only the root thread + if (!pRunningThreads) + { + pRunningThreads = new ThreadList; + OVR_ASSERT(pRunningThreads); + } + pRunningThreads->addThread(pthread); + } + + // NOTE: 'pthread' might be a dead pointer when this is + // called so it should not be accessed; it is only used + // for removal. + static void RemoveRunningThread(Thread *pthread) + { + OVR_ASSERT(pRunningThreads); + pRunningThreads->removeThread(pthread); + } + + static void FinishAllThreads() + { + // This is ok because only root thread can wait for other thread finish. + if (pRunningThreads) + { + pRunningThreads->finishAllThreads(); + delete pRunningThreads; + pRunningThreads = 0; + } + } +}; + +// By default, we have no thread list. +ThreadList* volatile ThreadList::pRunningThreads = 0; + + +// FinishAllThreads - exposed publicly in Thread. +void Thread::FinishAllThreads() +{ + ThreadList::FinishAllThreads(); +} + + +// *** Run override + +int Thread::PRun() +{ + // Suspend us on start, if requested + if (ThreadFlags & OVR_THREAD_START_SUSPENDED) + { + Suspend(); + ThreadFlags &= (UInt32)~OVR_THREAD_START_SUSPENDED; + } + + // Call the virtual run function + ExitCode = Run(); + return ExitCode; +} + + + +/* MA: Don't use TLS for now. + +// Static function to return a pointer to the current thread +void Thread::InitCurrentThread(Thread *pthread) +{ + pCurrentThread = pthread; +} + +// Static function to return a pointer to the current thread +Thread* Thread::GetThread() +{ + return pCurrentThread; +} +*/ + + +// *** User overridables + +bool Thread::GetExitFlag() const +{ + return (ThreadFlags & OVR_THREAD_EXIT) != 0; +} + +void Thread::SetExitFlag(bool exitFlag) +{ + // The below is atomic since ThreadFlags is AtomicInt. + if (exitFlag) + ThreadFlags |= OVR_THREAD_EXIT; + else + ThreadFlags &= (UInt32) ~OVR_THREAD_EXIT; +} + + +// Determines whether the thread was running and is now finished +bool Thread::IsFinished() const +{ + return (ThreadFlags & OVR_THREAD_FINISHED) != 0; +} +// Determines whether the thread is suspended +bool Thread::IsSuspended() const +{ + return SuspendCount > 0; +} +// Returns current thread state +Thread::ThreadState Thread::GetThreadState() const +{ + if (IsSuspended()) + return Suspended; + if (ThreadFlags & OVR_THREAD_STARTED) + return Running; + return NotRunning; +} + + + +// ***** Thread management +/* static */ +int Thread::GetOSPriority(ThreadPriority p) +{ + switch(p) + { + case Thread::CriticalPriority: return THREAD_PRIORITY_TIME_CRITICAL; + case Thread::HighestPriority: return THREAD_PRIORITY_HIGHEST; + case Thread::AboveNormalPriority: return THREAD_PRIORITY_ABOVE_NORMAL; + case Thread::NormalPriority: return THREAD_PRIORITY_NORMAL; + case Thread::BelowNormalPriority: return THREAD_PRIORITY_BELOW_NORMAL; + case Thread::LowestPriority: return THREAD_PRIORITY_LOWEST; + case Thread::IdlePriority: return THREAD_PRIORITY_IDLE; + } + return THREAD_PRIORITY_NORMAL; +} + +// The actual first function called on thread start +unsigned WINAPI Thread_Win32StartFn(void * phandle) +{ + Thread * pthread = (Thread*)phandle; + if (pthread->Processor != -1) + { + DWORD_PTR ret = SetThreadAffinityMask(GetCurrentThread(), (DWORD)pthread->Processor); + if (ret == 0) + OVR_DEBUG_LOG(("Could not set hardware processor for the thread")); + } + BOOL ret = ::SetThreadPriority(GetCurrentThread(), Thread::GetOSPriority(pthread->Priority)); + if (ret == 0) + OVR_DEBUG_LOG(("Could not set thread priority")); + OVR_UNUSED(ret); + + // Ensure that ThreadId is assigned once thread is running, in case + // beginthread hasn't filled it in yet. + pthread->IdValue = (ThreadId)::GetCurrentThreadId(); + + DWORD result = pthread->PRun(); + // Signal the thread as done and release it atomically. + pthread->FinishAndRelease(); + // At this point Thread object might be dead; however we can still pass + // it to RemoveRunningThread since it is only used as a key there. + ThreadList::RemoveRunningThread(pthread); + return (unsigned) result; +} + +bool Thread::Start(ThreadState initialState) +{ + if (initialState == NotRunning) + return 0; + if (GetThreadState() != NotRunning) + { + OVR_DEBUG_LOG(("Thread::Start failed - thread %p already running", this)); + return 0; + } + + // Free old thread handle before creating the new one + CleanupSystemThread(); + + // AddRef to us until the thread is finished. + AddRef(); + ThreadList::AddRunningThread(this); + + ExitCode = 0; + SuspendCount = 0; + ThreadFlags = (initialState == Running) ? 0 : OVR_THREAD_START_SUSPENDED; + ThreadHandle = (HANDLE) _beginthreadex(0, (unsigned)StackSize, + Thread_Win32StartFn, this, 0, (unsigned*)&IdValue); + + // Failed? Fail the function + if (ThreadHandle == 0) + { + ThreadFlags = 0; + Release(); + ThreadList::RemoveRunningThread(this); + return 0; + } + return 1; +} + + +// Suspend the thread until resumed +bool Thread::Suspend() +{ + // Can't suspend a thread that wasn't started + if (!(ThreadFlags & OVR_THREAD_STARTED)) + return 0; + + if (::SuspendThread(ThreadHandle) != 0xFFFFFFFF) + { + SuspendCount++; + return 1; + } + return 0; +} + +// Resumes currently suspended thread +bool Thread::Resume() +{ + // Can't suspend a thread that wasn't started + if (!(ThreadFlags & OVR_THREAD_STARTED)) + return 0; + + // Decrement count, and resume thread if it is 0 + SInt32 oldCount = SuspendCount.ExchangeAdd_Acquire(-1); + if (oldCount >= 1) + { + if (oldCount == 1) + { + if (::ResumeThread(ThreadHandle) != 0xFFFFFFFF) + return 1; + } + else + { + return 1; + } + } + return 0; +} + + +// Quits with an exit code +void Thread::Exit(int exitCode) +{ + // Can only exist the current thread. + // MA: Don't use TLS for now. + //if (GetThread() != this) + // return; + + // Call the virtual OnExit function. + OnExit(); + + // Signal this thread object as done and release it's references. + FinishAndRelease(); + ThreadList::RemoveRunningThread(this); + + // Call the exit function. + _endthreadex((unsigned)exitCode); +} + + +void Thread::CleanupSystemThread() +{ + if (ThreadHandle != 0) + { + ::CloseHandle(ThreadHandle); + ThreadHandle = 0; + } +} + +// *** Sleep functions +// static +bool Thread::Sleep(unsigned secs) +{ + ::Sleep(secs*1000); + return 1; +} + +// static +bool Thread::MSleep(unsigned msecs) +{ + ::Sleep(msecs); + return 1; +} + +void Thread::SetThreadName( const char* name ) +{ +#if !defined(OVR_BUILD_SHIPPING) || defined(OVR_BUILD_PROFILING) + // Looks ugly, but it is the recommended way to name a thread. + typedef struct tagTHREADNAME_INFO { + DWORD dwType; // Must be 0x1000 + LPCSTR szName; // Pointer to name (in user address space) + DWORD dwThreadID; // Thread ID (-1 for caller thread) + DWORD dwFlags; // Reserved for future use; must be zero + } THREADNAME_INFO; + + THREADNAME_INFO info; + + info.dwType = 0x1000; + info.szName = name; + info.dwThreadID = reinterpret_cast<DWORD>(GetThreadId()); + info.dwFlags = 0; + + __try + { +#ifdef _WIN64 + RaiseException( 0x406D1388, 0, sizeof(info)/sizeof(DWORD), (const ULONG_PTR *)&info ); +#else + RaiseException( 0x406D1388, 0, sizeof(info)/sizeof(DWORD), (DWORD *)&info ); +#endif + } + __except( GetExceptionCode()==0x406D1388 ? EXCEPTION_CONTINUE_EXECUTION : EXCEPTION_EXECUTE_HANDLER ) + { + } +#endif // OVR_BUILD_SHIPPING +} + +// static +int Thread::GetCPUCount() +{ + SYSTEM_INFO sysInfo; + GetSystemInfo(&sysInfo); + return (int) sysInfo.dwNumberOfProcessors; +} + +// Returns the unique Id of a thread it is called on, intended for +// comparison purposes. +ThreadId GetCurrentThreadId() +{ + return (ThreadId)::GetCurrentThreadId(); +} + +} // OVR + +#endif + + |