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/* Copyright (C) 2010-2020 The RetroArch team
*
* ---------------------------------------------------------------------------------------
* The following license statement only applies to this file (rthreads.c).
* ---------------------------------------------------------------------------------------
*
* Permission is hereby granted, free of charge,
* to any person obtaining a copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
* and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifdef __unix__
#ifndef __sun__
#ifndef _POSIX_C_SOURCE
#define _POSIX_C_SOURCE 199309
#endif
#endif
#endif
#include <stdlib.h>
#include <string.h>
#include <boolean.h>
#include <rthreads/rthreads.h>
/* with RETRO_WIN32_USE_PTHREADS, pthreads can be used even on win32. Maybe only supported in MSVC>=2005 */
#if defined(_WIN32) && !defined(RETRO_WIN32_USE_PTHREADS)
#define USE_WIN32_THREADS
#ifdef _XBOX
#include <xtl.h>
#else
#define WIN32_LEAN_AND_MEAN
#ifndef _WIN32_WINNT
#define _WIN32_WINNT 0x0500 /*_WIN32_WINNT_WIN2K */
#endif
#include <windows.h>
#include <mmsystem.h>
#endif
#elif defined(GEKKO)
#include <ogc/lwp_watchdog.h>
#include "gx_pthread.h"
#elif defined(_3DS)
#include "ctr_pthread.h"
#else
#include <pthread.h>
#include <time.h>
#endif
#if defined(VITA) || defined(BSD) || defined(ORBIS) || defined(__mips__) || defined(_3DS)
#include <sys/time.h>
#endif
#if defined(PS2)
#include <ps2sdkapi.h>
#endif
#ifdef __MACH__
#include <mach/clock.h>
#include <mach/mach.h>
#endif
struct thread_data
{
void (*func)(void*);
void *userdata;
};
struct sthread
{
#ifdef USE_WIN32_THREADS
HANDLE thread;
DWORD id;
#else
pthread_t id;
#endif
};
struct slock
{
#ifdef USE_WIN32_THREADS
CRITICAL_SECTION lock;
#else
pthread_mutex_t lock;
#endif
};
#ifdef USE_WIN32_THREADS
/* The syntax we'll use is mind-bending unless we use a struct. Plus, we might want to store more info later */
/* This will be used as a linked list immplementing a queue of waiting threads */
struct queue_entry
{
struct queue_entry *next;
};
#endif
struct scond
{
#ifdef USE_WIN32_THREADS
/* With this implementation of scond, we don't have any way of waking
* (or even identifying) specific threads
* But we need to wake them in the order indicated by the queue.
* This potato token will get get passed around every waiter.
* The bearer can test whether he's next, and hold onto the potato if he is.
* When he's done he can then put it back into play to progress
* the queue further */
HANDLE hot_potato;
/* The primary signalled event. Hot potatoes are passed until this is set. */
HANDLE event;
/* the head of the queue; NULL if queue is empty */
struct queue_entry *head;
/* equivalent to the queue length */
int waiters;
/* how many waiters in the queue have been conceptually wakened by signals
* (even if we haven't managed to actually wake them yet) */
int wakens;
/* used to control access to this scond, in case the user fails */
CRITICAL_SECTION cs;
#else
pthread_cond_t cond;
#endif
};
#ifdef USE_WIN32_THREADS
static DWORD CALLBACK thread_wrap(void *data_)
#else
static void *thread_wrap(void *data_)
#endif
{
struct thread_data *data = (struct thread_data*)data_;
if (!data)
return 0;
data->func(data->userdata);
free(data);
return 0;
}
sthread_t *sthread_create(void (*thread_func)(void*), void *userdata)
{
return sthread_create_with_priority(thread_func, userdata, 0);
}
/* TODO/FIXME - this needs to be implemented for Switch/3DS */
#if !defined(SWITCH) && !defined(USE_WIN32_THREADS) && !defined(_3DS) && !defined(GEKKO) && !defined(__HAIKU__) && !defined(EMSCRIPTEN)
#define HAVE_THREAD_ATTR
#endif
sthread_t *sthread_create_with_priority(void (*thread_func)(void*), void *userdata, int thread_priority)
{
#ifdef HAVE_THREAD_ATTR
pthread_attr_t thread_attr;
bool thread_attr_needed = false;
#endif
bool thread_created = false;
struct thread_data *data = NULL;
sthread_t *thread = (sthread_t*)malloc(sizeof(*thread));
if (!thread)
return NULL;
if (!(data = (struct thread_data*)malloc(sizeof(*data))))
{
free(thread);
return NULL;
}
data->func = thread_func;
data->userdata = userdata;
thread->id = 0;
#ifdef USE_WIN32_THREADS
thread->thread = CreateThread(NULL, 0, thread_wrap,
data, 0, &thread->id);
thread_created = !!thread->thread;
#else
#ifdef HAVE_THREAD_ATTR
pthread_attr_init(&thread_attr);
if ((thread_priority >= 1) && (thread_priority <= 100))
{
struct sched_param sp;
memset(&sp, 0, sizeof(struct sched_param));
sp.sched_priority = thread_priority;
pthread_attr_setschedpolicy(&thread_attr, SCHED_RR);
pthread_attr_setschedparam(&thread_attr, &sp);
thread_attr_needed = true;
}
#if defined(VITA)
pthread_attr_setstacksize(&thread_attr , 0x10000 );
thread_attr_needed = true;
#elif defined(__APPLE__)
/* Default stack size on Apple is 512Kb;
* for PS2 disc scanning and other reasons, we'd like 2MB. */
pthread_attr_setstacksize(&thread_attr , 0x200000 );
thread_attr_needed = true;
#endif
if (thread_attr_needed)
thread_created = pthread_create(&thread->id, &thread_attr, thread_wrap, data) == 0;
else
thread_created = pthread_create(&thread->id, NULL, thread_wrap, data) == 0;
pthread_attr_destroy(&thread_attr);
#else
thread_created = pthread_create(&thread->id, NULL, thread_wrap, data) == 0;
#endif
#endif
if (thread_created)
return thread;
free(data);
free(thread);
return NULL;
}
int sthread_detach(sthread_t *thread)
{
#ifdef USE_WIN32_THREADS
CloseHandle(thread->thread);
free(thread);
return 0;
#else
int ret = pthread_detach(thread->id);
free(thread);
return ret;
#endif
}
void sthread_join(sthread_t *thread)
{
if (!thread)
return;
#ifdef USE_WIN32_THREADS
WaitForSingleObject(thread->thread, INFINITE);
CloseHandle(thread->thread);
#else
pthread_join(thread->id, NULL);
#endif
free(thread);
}
#if !defined(GEKKO)
bool sthread_isself(sthread_t *thread)
{
#ifdef USE_WIN32_THREADS
return thread ? GetCurrentThreadId() == thread->id : false;
#else
return thread ? pthread_equal(pthread_self(), thread->id) : false;
#endif
}
#endif
slock_t *slock_new(void)
{
slock_t *lock = (slock_t*)calloc(1, sizeof(*lock));
if (!lock)
return NULL;
#ifdef USE_WIN32_THREADS
InitializeCriticalSection(&lock->lock);
#else
if (pthread_mutex_init(&lock->lock, NULL) != 0)
{
free(lock);
return NULL;
}
#endif
return lock;
}
void slock_free(slock_t *lock)
{
if (!lock)
return;
#ifdef USE_WIN32_THREADS
DeleteCriticalSection(&lock->lock);
#else
pthread_mutex_destroy(&lock->lock);
#endif
free(lock);
}
void slock_lock(slock_t *lock)
{
if (!lock)
return;
#ifdef USE_WIN32_THREADS
EnterCriticalSection(&lock->lock);
#else
pthread_mutex_lock(&lock->lock);
#endif
}
bool slock_try_lock(slock_t *lock)
{
#ifdef USE_WIN32_THREADS
return lock && TryEnterCriticalSection(&lock->lock);
#else
return lock && (pthread_mutex_trylock(&lock->lock) == 0);
#endif
}
void slock_unlock(slock_t *lock)
{
if (!lock)
return;
#ifdef USE_WIN32_THREADS
LeaveCriticalSection(&lock->lock);
#else
pthread_mutex_unlock(&lock->lock);
#endif
}
scond_t *scond_new(void)
{
scond_t *cond = (scond_t*)calloc(1, sizeof(*cond));
if (!cond)
return NULL;
#ifdef USE_WIN32_THREADS
/* This is very complex because recreating condition variable semantics
* with Win32 parts is not easy.
*
* The main problem is that a condition variable can't be used to
* "pre-wake" a thread (it will get wakened only after it's waited).
*
* Whereas a win32 event can pre-wake a thread (the event will be set
* in advance, so a 'waiter' won't even have to wait on it).
*
* Keep in mind a condition variable can apparently pre-wake a thread,
* insofar as spurious wakeups are always possible,
* but nobody will be expecting this and it does not need to be simulated.
*
* Moreover, we won't be doing this, because it counts as a spurious wakeup
* -- someone else with a genuine claim must get wakened, in any case.
*
* Therefore we choose to wake only one of the correct waiting threads.
* So at the very least, we need to do something clever. But there's
* bigger problems.
* We don't even have a straightforward way in win32 to satisfy
* pthread_cond_wait's atomicity requirement. The bulk of this
* algorithm is solving that.
*
* Note: We might could simplify this using vista+ condition variables,
* but we wanted an XP compatible solution. */
if (!(cond->event = CreateEvent(NULL, FALSE, FALSE, NULL)))
goto error;
if (!(cond->hot_potato = CreateEvent(NULL, FALSE, FALSE, NULL)))
{
CloseHandle(cond->event);
goto error;
}
InitializeCriticalSection(&cond->cs);
#else
if (pthread_cond_init(&cond->cond, NULL) != 0)
goto error;
#endif
return cond;
error:
free(cond);
return NULL;
}
void scond_free(scond_t *cond)
{
if (!cond)
return;
#ifdef USE_WIN32_THREADS
CloseHandle(cond->event);
CloseHandle(cond->hot_potato);
DeleteCriticalSection(&cond->cs);
#else
pthread_cond_destroy(&cond->cond);
#endif
free(cond);
}
#ifdef USE_WIN32_THREADS
static bool _scond_wait_win32(scond_t *cond, slock_t *lock, DWORD dwMilliseconds)
{
struct queue_entry myentry;
struct queue_entry **ptr;
#if _WIN32_WINNT >= 0x0500 || defined(_XBOX)
static LARGE_INTEGER performanceCounterFrequency;
LARGE_INTEGER tsBegin;
static bool first_init = true;
#else
static bool beginPeriod = false;
DWORD tsBegin;
#endif
DWORD waitResult;
DWORD dwFinalTimeout = dwMilliseconds; /* Careful! in case we begin in the head,
we don't do the hot potato stuff,
so this timeout needs presetting. */
/* Reminder: `lock` is held before this is called. */
/* however, someone else may have called scond_signal without the lock. soo... */
EnterCriticalSection(&cond->cs);
/* since this library is meant for realtime game software
* I have no problem setting this to 1 and forgetting about it. */
#if _WIN32_WINNT >= 0x0500 || defined(_XBOX)
if (first_init)
{
performanceCounterFrequency.QuadPart = 0;
first_init = false;
}
if (performanceCounterFrequency.QuadPart == 0)
QueryPerformanceFrequency(&performanceCounterFrequency);
#else
if (!beginPeriod)
{
beginPeriod = true;
timeBeginPeriod(1);
}
#endif
/* Now we can take a good timestamp for use in faking the timeout ourselves. */
/* But don't bother unless we need to (to save a little time) */
if (dwMilliseconds != INFINITE)
#if _WIN32_WINNT >= 0x0500 || defined(_XBOX)
QueryPerformanceCounter(&tsBegin);
#else
tsBegin = timeGetTime();
#endif
/* add ourselves to a queue of waiting threads */
ptr = &cond->head;
/* walk to the end of the linked list */
while (*ptr)
ptr = &((*ptr)->next);
*ptr = &myentry;
myentry.next = NULL;
cond->waiters++;
/* now the conceptual lock release and condition block are supposed to be atomic.
* we can't do that in Windows, but we can simulate the effects by using
* the queue, by the following analysis:
* What happens if they aren't atomic?
*
* 1. a signaller can rush in and signal, expecting a waiter to get it;
* but the waiter wouldn't, because he isn't blocked yet.
* Solution: Win32 events make this easy. The event will sit there enabled
*
* 2. a signaller can rush in and signal, and then turn right around and wait.
* Solution: the signaller will get queued behind the waiter, who's
* enqueued before he releases the mutex. */
/* It's my turn if I'm the head of the queue.
* Check to see if it's my turn. */
while (cond->head != &myentry)
{
/* It isn't my turn: */
DWORD timeout = INFINITE;
/* As long as someone is even going to be able to wake up
* when they receive the potato, keep it going round. */
if (cond->wakens > 0)
SetEvent(cond->hot_potato);
/* Assess the remaining timeout time */
if (dwMilliseconds != INFINITE)
{
#if _WIN32_WINNT >= 0x0500 || defined(_XBOX)
LARGE_INTEGER now;
LONGLONG elapsed;
QueryPerformanceCounter(&now);
elapsed = now.QuadPart - tsBegin.QuadPart;
elapsed *= 1000;
elapsed /= performanceCounterFrequency.QuadPart;
#else
DWORD now = timeGetTime();
DWORD elapsed = now - tsBegin;
#endif
/* Try one last time with a zero timeout (keeps the code simpler) */
if (elapsed > dwMilliseconds)
elapsed = dwMilliseconds;
timeout = dwMilliseconds - elapsed;
}
/* Let someone else go */
LeaveCriticalSection(&lock->lock);
LeaveCriticalSection(&cond->cs);
/* Wait a while to catch the hot potato..
* someone else should get a chance to go */
/* After all, it isn't my turn (and it must be someone else's) */
Sleep(0);
waitResult = WaitForSingleObject(cond->hot_potato, timeout);
/* I should come out of here with the main lock taken */
EnterCriticalSection(&lock->lock);
EnterCriticalSection(&cond->cs);
if (waitResult == WAIT_TIMEOUT)
{
/* Out of time! Now, let's think about this. I do have the potato now--
* maybe it's my turn, and I have the event?
* If that's the case, I could proceed right now without aborting
* due to timeout.
*
* However.. I DID wait a real long time. The caller was willing
* to wait that long.
*
* I choose to give him one last chance with a zero timeout
* in the next step
*/
if (cond->head == &myentry)
{
dwFinalTimeout = 0;
break;
}
else
{
/* It's not our turn and we're out of time. Give up.
* Remove ourself from the queue and bail. */
struct queue_entry *curr = cond->head;
while (curr->next != &myentry)
curr = curr->next;
curr->next = myentry.next;
cond->waiters--;
LeaveCriticalSection(&cond->cs);
return false;
}
}
}
/* It's my turn now -- and I hold the potato */
/* I still have the main lock, in any case */
/* I need to release it so that someone can set the event */
LeaveCriticalSection(&lock->lock);
LeaveCriticalSection(&cond->cs);
/* Wait for someone to actually signal this condition */
/* We're the only waiter waiting on the event right now -- everyone else
* is waiting on something different */
waitResult = WaitForSingleObject(cond->event, dwFinalTimeout);
/* Take the main lock so we can do work. Nobody else waits on this lock
* for very long, so even though it's GO TIME we won't have to wait long */
EnterCriticalSection(&lock->lock);
EnterCriticalSection(&cond->cs);
/* Remove ourselves from the queue */
cond->head = myentry.next;
cond->waiters--;
if (waitResult == WAIT_TIMEOUT)
{
/* Oops! ran out of time in the final wait. Just bail. */
LeaveCriticalSection(&cond->cs);
return false;
}
/* If any other wakenings are pending, go ahead and set it up */
/* There may actually be no waiters. That's OK. The first waiter will come in,
* find it's his turn, and immediately get the signaled event */
cond->wakens--;
if (cond->wakens > 0)
{
SetEvent(cond->event);
/* Progress the queue: Put the hot potato back into play. It'll be
* tossed around until next in line gets it */
SetEvent(cond->hot_potato);
}
LeaveCriticalSection(&cond->cs);
return true;
}
#endif
void scond_wait(scond_t *cond, slock_t *lock)
{
#ifdef USE_WIN32_THREADS
_scond_wait_win32(cond, lock, INFINITE);
#else
pthread_cond_wait(&cond->cond, &lock->lock);
#endif
}
int scond_broadcast(scond_t *cond)
{
#ifdef USE_WIN32_THREADS
/* Remember, we currently have mutex */
if (cond->waiters != 0)
{
/* Awaken everything which is currently queued up */
if (cond->wakens == 0)
SetEvent(cond->event);
cond->wakens = cond->waiters;
/* Since there is now at least one pending waken, the potato must be in play */
SetEvent(cond->hot_potato);
}
return 0;
#else
return pthread_cond_broadcast(&cond->cond);
#endif
}
void scond_signal(scond_t *cond)
{
#ifdef USE_WIN32_THREADS
/* Unfortunately, pthread_cond_signal does not require that the
* lock be held in advance */
/* To avoid stomping on the condvar from other threads, we need
* to control access to it with this */
EnterCriticalSection(&cond->cs);
/* remember: we currently have mutex */
if (cond->waiters == 0)
{
LeaveCriticalSection(&cond->cs);
return;
}
/* wake up the next thing in the queue */
if (cond->wakens == 0)
SetEvent(cond->event);
cond->wakens++;
/* The data structure is done being modified.. I think we can leave the CS now.
* This would prevent some other thread from receiving the hot potato and then
* immediately stalling for the critical section.
* But remember, we were trying to replicate a semantic where this entire
* scond_signal call was controlled (by the user) by a lock.
* So in case there's trouble with this, we can move it after SetEvent() */
LeaveCriticalSection(&cond->cs);
/* Since there is now at least one pending waken, the potato must be in play */
SetEvent(cond->hot_potato);
#else
pthread_cond_signal(&cond->cond);
#endif
}
bool scond_wait_timeout(scond_t *cond, slock_t *lock, int64_t timeout_us)
{
#ifdef USE_WIN32_THREADS
/* How to convert a microsecond (us) timeout to millisecond (ms)?
*
* Someone asking for a 0 timeout clearly wants immediate timeout.
* Someone asking for a 1 timeout clearly wants an actual timeout
* of the minimum length */
/* The implementation of a 0 timeout here with pthreads is sketchy.
* It isn't clear what happens if pthread_cond_timedwait is called with NOW.
* Moreover, it is possible that this thread gets preempted after the
* clock_gettime but before the pthread_cond_timedwait.
* In order to help smoke out problems caused by this strange usage,
* let's treat a 0 timeout as always timing out.
*/
if (timeout_us == 0)
return false;
else if (timeout_us < 1000)
return _scond_wait_win32(cond, lock, 1);
/* Someone asking for 1000 or 1001 timeout shouldn't
* accidentally get 2ms. */
return _scond_wait_win32(cond, lock, timeout_us / 1000);
#else
int64_t seconds, remainder;
struct timespec now;
#ifdef __MACH__
/* OSX doesn't have clock_gettime. */
clock_serv_t cclock;
mach_timespec_t mts;
host_get_clock_service(mach_host_self(), CALENDAR_CLOCK, &cclock);
clock_get_time(cclock, &mts);
mach_port_deallocate(mach_task_self(), cclock);
now.tv_sec = mts.tv_sec;
now.tv_nsec = mts.tv_nsec;
#elif !defined(__PSL1GHT__) && defined(__PS3__)
sys_time_sec_t s;
sys_time_nsec_t n;
sys_time_get_current_time(&s, &n);
now.tv_sec = s;
now.tv_nsec = n;
#elif defined(PS2)
int tickms = ps2_clock();
now.tv_sec = tickms / 1000;
now.tv_nsec = tickms * 1000;
#elif !defined(DINGUX_BETA) && (defined(__mips__) || defined(VITA) || defined(_3DS))
struct timeval tm;
gettimeofday(&tm, NULL);
now.tv_sec = tm.tv_sec;
now.tv_nsec = tm.tv_usec * 1000;
#elif defined(RETRO_WIN32_USE_PTHREADS)
_ftime64_s(&now);
#elif defined(GEKKO)
/* Avoid gettimeofday due to it being reported to be broken */
const uint64_t tickms = gettime() / TB_TIMER_CLOCK;
now.tv_sec = tickms / 1000;
now.tv_nsec = tickms * 1000;
#else
clock_gettime(CLOCK_REALTIME, &now);
#endif
seconds = timeout_us / INT64_C(1000000);
remainder = timeout_us % INT64_C(1000000);
now.tv_sec += seconds;
now.tv_nsec += remainder * INT64_C(1000);
if (now.tv_nsec > 1000000000)
{
now.tv_nsec -= 1000000000;
now.tv_sec += 1;
}
return (pthread_cond_timedwait(&cond->cond, &lock->lock, &now) == 0);
#endif
}
#ifdef HAVE_THREAD_STORAGE
bool sthread_tls_create(sthread_tls_t *tls)
{
#ifdef USE_WIN32_THREADS
return (*tls = TlsAlloc()) != TLS_OUT_OF_INDEXES;
#else
return pthread_key_create((pthread_key_t*)tls, NULL) == 0;
#endif
}
bool sthread_tls_delete(sthread_tls_t *tls)
{
#ifdef USE_WIN32_THREADS
return TlsFree(*tls) != 0;
#else
return pthread_key_delete(*tls) == 0;
#endif
}
void *sthread_tls_get(sthread_tls_t *tls)
{
#ifdef USE_WIN32_THREADS
return TlsGetValue(*tls);
#else
return pthread_getspecific(*tls);
#endif
}
bool sthread_tls_set(sthread_tls_t *tls, const void *data)
{
#ifdef USE_WIN32_THREADS
return TlsSetValue(*tls, (void*)data) != 0;
#else
return pthread_setspecific(*tls, data) == 0;
#endif
}
#endif
uintptr_t sthread_get_thread_id(sthread_t *thread)
{
if (thread)
return (uintptr_t)thread->id;
return 0;
}
uintptr_t sthread_get_current_thread_id(void)
{
#ifdef USE_WIN32_THREADS
return (uintptr_t)GetCurrentThreadId();
#else
return (uintptr_t)pthread_self();
#endif
}
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