summaryrefslogtreecommitdiffstats
path: root/LibOVR/Src/Kernel/OVR_ThreadsWinAPI.cpp
blob: 7a75872ca343bb21451bb65e19eaac6a15ed8b69 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
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