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
|
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#import "macosx_glimp.h"
#include "tr_local.h"
#import "macosx_local.h"
#import "macosx_display.h"
#import <AppKit/AppKit.h>
#import <Foundation/Foundation.h>
#import <pthread.h>
//
// The main Q3 SMP API
//
static pthread_mutex_t smpMutex;
static pthread_cond_t mainThreadCondition;
static pthread_cond_t renderThreadCondition;
static volatile qboolean smpDataChanged;
static volatile void *smpData;
static void *GLimp_RenderThreadWrapper(void *arg)
{
Com_Printf("Render thread starting\n");
((void (*)())arg)();
#ifndef USE_CGLMACROS
// Unbind the context before we die
OSX_GLContextClearCurrent();
#endif
Com_Printf("Render thread terminating\n");
return arg;
}
qboolean GLimp_SpawnRenderThread( void (*function)( void ) )
{
pthread_t renderThread;
int rc;
pthread_mutex_init(&smpMutex, NULL);
pthread_cond_init(&mainThreadCondition, NULL);
pthread_cond_init(&renderThreadCondition, NULL);
rc = pthread_create(&renderThread, NULL, GLimp_RenderThreadWrapper, function);
if (rc) {
ri.Printf(PRINT_ALL, "pthread_create returned %d: %s", rc, strerror(rc));
return qfalse;
} else {
rc = pthread_detach(renderThread);
if (rc) {
ri.Printf(PRINT_ALL, "pthread_detach returned %d: %s", rc, strerror(rc));
}
}
return qtrue;
}
// Called in the rendering thread to wait until a command buffer is ready.
// The command buffer returned might be NULL, indicating that the rendering thread should exit.
void *GLimp_RendererSleep(void)
{
volatile void *data;
GLSTAMP("GLimp_RendererSleep start", 0);
#ifndef USE_CGLMACROS
// Clear the current context while we sleep so the main thread can access it
OSX_GLContextClearCurrent();
#endif
pthread_mutex_lock(&smpMutex); {
// Clear out any data we had and signal the main thread that we are no longer busy
smpData = NULL;
smpDataChanged = qfalse;
pthread_cond_signal(&mainThreadCondition);
// Wait until we get something new to work on
while (!smpDataChanged)
pthread_cond_wait(&renderThreadCondition, &smpMutex);
// Record the data (if any).
data = smpData;
} pthread_mutex_unlock(&smpMutex);
#ifndef USE_CGLMACROS
// We are going to render a frame... retake the context
OSX_GLContextSetCurrent();
#endif
GLSTAMP("GLimp_RendererSleep end", 0);
return (void *)data;
}
// Called from the main thread to wait until the rendering thread is done with the command buffer.
void GLimp_FrontEndSleep(void)
{
GLSTAMP("GLimp_FrontEndSleep start", 0);
pthread_mutex_lock(&smpMutex); {
while (smpData) {
#if 0
struct timespec ts;
int result;
ts.tv_sec = 1;
ts.tv_nsec = 0;
result = pthread_cond_timedwait_relative_np(&mainThreadCondition, &smpMutex, &ts);
if (result) {
Com_Printf("GLimp_FrontEndSleep timed out. Probably due to R_SyncRenderThread called due to Com_Error being called\n");
break;
}
#else
pthread_cond_wait(&mainThreadCondition, &smpMutex);
#endif
}
} pthread_mutex_unlock(&smpMutex);
#ifndef USE_CGLMACROS
// We are done waiting for the background thread, take the current context back.
OSX_GLContextSetCurrent();
#endif
GLSTAMP("GLimp_FrontEndSleep end", 0);
}
// This is called in the main thread to issue another command
// buffer to the rendering thread. This is always called AFTER
// GLimp_FrontEndSleep, so we know that there is no command
// pending in 'smpData'.
void GLimp_WakeRenderer( void *data )
{
GLSTAMP("GLimp_WakeRenderer start", data);
#ifndef USE_CGLMACROS
// We want the background thread to draw stuff. Give up the current context
OSX_GLContextClearCurrent();
#endif
pthread_mutex_lock(&smpMutex); {
// Store the new data pointer and wake up the rendering thread
assert(smpData == NULL);
smpData = data;
smpDataChanged = qtrue;
pthread_cond_signal(&renderThreadCondition);
} pthread_mutex_unlock(&smpMutex);
GLSTAMP("GLimp_WakeRenderer end", data);
}
|