Mercurial > sdl-ios-xcode
view src/thread/win32/SDL_sysmutex.c @ 852:2651b6b43840
Quartz fix:
ut2004 makes a 2D window for the splash screen, which sets the screen
surface's pixels field. Then we tear down that video mode and create a GL
context, and the Quartz target isn't resetting the pixels field to NULL.
When you just create a GL window, the structure is memset'd to zero the
first time through, so unless you hit ut2004's codepath, you won't see the
bug. :)
Without this patch, quitting a windowed ut2003/ut2004 game makes the OS dump a
warning about a bogus free() to stderr, but it doesn't actually crash. All we
need to do is explicitly initialize the current->pixels field.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Tue, 24 Feb 2004 06:53:22 +0000 |
parents | b8d311d90021 |
children | c9b51268668f |
line wrap: on
line source
/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2004 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library 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 Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Sam Lantinga slouken@libsdl.org */ #ifdef SAVE_RCSID static char rcsid = "@(#) $Id$"; #endif /* Mutex functions using the Win32 API */ #include <stdio.h> #include <stdlib.h> #include <windows.h> #include "SDL_error.h" #include "SDL_mutex.h" struct SDL_mutex { HANDLE id; }; /* Create a mutex */ SDL_mutex *SDL_CreateMutex(void) { SDL_mutex *mutex; /* Allocate mutex memory */ mutex = (SDL_mutex *)malloc(sizeof(*mutex)); if ( mutex ) { /* Create the mutex, with initial value signaled */ mutex->id = CreateMutex(NULL, FALSE, NULL); if ( ! mutex->id ) { SDL_SetError("Couldn't create mutex"); free(mutex); mutex = NULL; } } else { SDL_OutOfMemory(); } return(mutex); } /* Free the mutex */ void SDL_DestroyMutex(SDL_mutex *mutex) { if ( mutex ) { if ( mutex->id ) { CloseHandle(mutex->id); mutex->id = 0; } free(mutex); } } /* Lock the mutex */ int SDL_mutexP(SDL_mutex *mutex) { if ( mutex == NULL ) { SDL_SetError("Passed a NULL mutex"); return -1; } if ( WaitForSingleObject(mutex->id, INFINITE) == WAIT_FAILED ) { SDL_SetError("Couldn't wait on mutex"); return -1; } return(0); } /* Unlock the mutex */ int SDL_mutexV(SDL_mutex *mutex) { if ( mutex == NULL ) { SDL_SetError("Passed a NULL mutex"); return -1; } if ( ReleaseMutex(mutex->id) == FALSE ) { SDL_SetError("Couldn't release mutex"); return -1; } return(0); }