annotate src/thread/win32/SDL_systhread.c @ 1554:0ca607a5d173

Fixed bug #84 Date: Sun, 23 Oct 2005 16:39:03 +0200 From: "A. Schmid" <sahib@phreaker.net> Subject: [SDL] no software surfaces with svgalib driver? Hi, I noticed that the SDL (1.2.9) svgalib driver only makes use of linear addressable (framebuffer) video modes. On older systems (like one of mine), linear addressable modes are often not available. Especially for cards with VESA VBE < 2.0 the svgalib vesa driver is unusable, since VESA only supports framebuffering for VBE 2.0 and later. The changes necessary to add support for software surfaces seem to be relatively small. I only had to hack src/video/svga/SDL_svgavideo.c (see attached patch). The code worked fine for me, but it is no more than a proof of concept and should be reviewed (probably has a memory leak when switching modes). It also uses the vgagl library (included in the svgalib package) and needs to be linked against it. -Alex
author Sam Lantinga <slouken@libsdl.org>
date Sun, 19 Mar 2006 12:04:40 +0000
parents 9fb0eee04dd9
children 14717b52abc0
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2006 Sam Lantinga
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4
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5 This library is free software; you can redistribute it and/or
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6 modify it under the terms of the GNU Lesser General Public
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7 License as published by the Free Software Foundation; either
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8 version 2.1 of the License, or (at your option) any later version.
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9
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10 This library is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 Lesser General Public License for more details.
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14
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15 You should have received a copy of the GNU Lesser General Public
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16 License along with this library; if not, write to the Free Software
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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18
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19 Sam Lantinga
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20 slouken@libsdl.org
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21 */
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22 #include "SDL_config.h"
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23
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24 /* Win32 thread management routines for SDL */
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25
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26 #define WIN32_LEAN_AND_MEAN
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27 #include <windows.h>
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28
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29 #include "SDL_thread.h"
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30 #include "../SDL_thread_c.h"
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31 #include "../SDL_systhread.h"
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32
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33 #ifndef SDL_PASSED_BEGINTHREAD_ENDTHREAD
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34 #ifndef _WIN32_WCE
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35 /* We'll use the C library from this DLL */
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36 #include <process.h>
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37 #endif
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38
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39 #if __GNUC__
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40 typedef unsigned long (__cdecl *pfnSDL_CurrentBeginThread) (void *, unsigned,
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41 unsigned (__stdcall *func)(void *), void *arg,
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42 unsigned, unsigned *threadID);
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43 typedef void (__cdecl *pfnSDL_CurrentEndThread)(unsigned code);
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44 #else
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45 typedef uintptr_t (__cdecl *pfnSDL_CurrentBeginThread) (void *, unsigned,
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46 unsigned (__stdcall *func)(void *), void *arg,
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47 unsigned, unsigned *threadID);
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48 typedef void (__cdecl *pfnSDL_CurrentEndThread)(unsigned code);
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49 #endif
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50 #endif /* !SDL_PASSED_BEGINTHREAD_ENDTHREAD */
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51
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52
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53 typedef struct ThreadStartParms
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54 {
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55 void *args;
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56 pfnSDL_CurrentEndThread pfnCurrentEndThread;
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57 } tThreadStartParms, *pThreadStartParms;
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58
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59 static unsigned __stdcall RunThread(void *data)
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60 {
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61 pThreadStartParms pThreadParms = (pThreadStartParms)data;
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62 pfnSDL_CurrentEndThread pfnCurrentEndThread = NULL;
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63
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64 // Call the thread function!
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65 SDL_RunThread(pThreadParms->args);
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66
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67 // Get the current endthread we have to use!
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68 if (pThreadParms)
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69 {
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70 pfnCurrentEndThread = pThreadParms->pfnCurrentEndThread;
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71 SDL_free(pThreadParms);
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72 }
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73 // Call endthread!
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74 if (pfnCurrentEndThread)
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75 (*pfnCurrentEndThread)(0);
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76 return(0);
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77 }
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78
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79 #ifdef SDL_PASSED_BEGINTHREAD_ENDTHREAD
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80 int SDL_SYS_CreateThread(SDL_Thread *thread, void *args, pfnSDL_CurrentBeginThread pfnBeginThread, pfnSDL_CurrentEndThread pfnEndThread)
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81 {
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82 #else
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83 int SDL_SYS_CreateThread(SDL_Thread *thread, void *args)
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84 {
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85 #ifdef _WIN32_WCE
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86 pfnSDL_CurrentBeginThread pfnBeginThread = NULL;
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87 pfnSDL_CurrentEndThread pfnEndThread = NULL;
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88 #else
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89 pfnSDL_CurrentBeginThread pfnBeginThread = _beginthreadex;
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90 pfnSDL_CurrentEndThread pfnEndThread = _endthreadex;
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91 #endif
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92 #endif /* SDL_PASSED_BEGINTHREAD_ENDTHREAD */
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93 unsigned threadid;
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94 pThreadStartParms pThreadParms = (pThreadStartParms)SDL_malloc(sizeof(tThreadStartParms));
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95 if (!pThreadParms) {
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96 SDL_OutOfMemory();
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97 return(-1);
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98 }
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99
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100 // Save the function which we will have to call to clear the RTL of calling app!
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101 pThreadParms->pfnCurrentEndThread = pfnEndThread;
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102 // Also save the real parameters we have to pass to thread function
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103 pThreadParms->args = args;
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104
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105 if (pfnBeginThread) {
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106 thread->handle = (SYS_ThreadHandle) pfnBeginThread(NULL, 0, RunThread,
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107 pThreadParms, 0, &threadid);
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108 } else {
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109 thread->handle = CreateThread(NULL, 0, RunThread, pThreadParms, 0, &threadid);
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110 }
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111 if (thread->handle == NULL) {
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112 SDL_SetError("Not enough resources to create thread");
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113 return(-1);
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114 }
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115 return(0);
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116 }
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117
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118 void SDL_SYS_SetupThread(void)
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119 {
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120 return;
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121 }
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122
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123 Uint32 SDL_ThreadID(void)
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124 {
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125 return((Uint32)GetCurrentThreadId());
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126 }
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127
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128 void SDL_SYS_WaitThread(SDL_Thread *thread)
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129 {
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130 WaitForSingleObject(thread->handle, INFINITE);
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131 CloseHandle(thread->handle);
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132 }
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133
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134 /* WARNING: This function is really a last resort.
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135 * Threads should be signaled and then exit by themselves.
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
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136 * TerminateThread() doesn't perform stack and DLL cleanup.
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
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137 */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
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138 void SDL_SYS_KillThread(SDL_Thread *thread)
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
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139 {
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
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140 TerminateThread(thread->handle, FALSE);
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
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141 }