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+/************************************************************************************
+
+Filename : OVR_ThreadsWinAPI.cpp
+Platform : WinAPI
+Content : Windows specific thread-related (safe) functionality
+Created : September 19, 2012
+Notes :
+
+Copyright : Copyright 2014 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Oculus VR Rift SDK License Version 3.1 (the "License");
+you may not use the Oculus VR Rift SDK except in compliance with the License,
+which is provided at the time of installation or download, or which
+otherwise accompanies this software in either electronic or hard copy form.
+
+You may obtain a copy of the License at
+
+http://www.oculusvr.com/licenses/LICENSE-3.1
+
+Unless required by applicable law or agreed to in writing, the Oculus VR SDK
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+#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
+
+