view src/thread/dc/SDL_syscond.c @ 2359:b70b96e615d2 gsoc2008_iphone

These files are the OpenGL ES render driver. You should be able to use them on any platform that supports OpenGL ES -- not just iPhone. The driver is based off the OpenGL render driver. There are a few differences between OpenGL and OpenGL ES that present difficulties for this driver: - OpenGL ES does NOT support many pixel formats (for example, no GL_BGR). Also, when using texture functions format and internalFormat must be the same -- this means 32 bit packed formats like SDL_PIXELFORMAT_BGR888 cannot be automatically converted to GL_RGB (which is 24bpp). - OpenGL ES doesn't have GL_PACK_ROW_LENGTH, which means data must be reformatted before uploading changes to dirty rects. This change has been added. - OpenGL ES doesn't support paletted textures, though there is an extension. I'm looking into this. Some other notable differences: - OpenGL ES has an extension called GL_OES_draw_texture which allows for quicker 2D sprite-type drawing. I use this in GL_RenderCopy when it is available. The iPhone supports the extension, but the iPhone Simulator does not (presently). - No glBegin() / glEnd() and no GL_QUADS! I'm using glDrawArrays with GL_TRIANGLE_STRIP instead!
author Holmes Futrell <hfutrell@umail.ucsb.edu>
date Thu, 17 Jul 2008 23:31:42 +0000
parents c121d94672cb
children 99210400e8b9
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2006 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 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
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/
#include "SDL_config.h"

/* An implementation of condition variables using semaphores and mutexes */
/*
   This implementation borrows heavily from the BeOS condition variable
   implementation, written by Christopher Tate and Owen Smith.  Thanks!
 */

#include "SDL_thread.h"

struct SDL_cond
{
    SDL_mutex *lock;
    int waiting;
    int signals;
    SDL_sem *wait_sem;
    SDL_sem *wait_done;
};

/* Create a condition variable */
SDL_cond *
SDL_CreateCond(void)
{
    SDL_cond *cond;

    cond = (SDL_cond *) SDL_malloc(sizeof(SDL_cond));
    if (cond) {
        cond->lock = SDL_CreateMutex();
        cond->wait_sem = SDL_CreateSemaphore(0);
        cond->wait_done = SDL_CreateSemaphore(0);
        cond->waiting = cond->signals = 0;
        if (!cond->lock || !cond->wait_sem || !cond->wait_done) {
            SDL_DestroyCond(cond);
            cond = NULL;
        }
    } else {
        SDL_OutOfMemory();
    }
    return (cond);
}

/* Destroy a condition variable */
void
SDL_DestroyCond(SDL_cond * cond)
{
    if (cond) {
        if (cond->wait_sem) {
            SDL_DestroySemaphore(cond->wait_sem);
        }
        if (cond->wait_done) {
            SDL_DestroySemaphore(cond->wait_done);
        }
        if (cond->lock) {
            SDL_DestroyMutex(cond->lock);
        }
        SDL_free(cond);
    }
}

/* Restart one of the threads that are waiting on the condition variable */
int
SDL_CondSignal(SDL_cond * cond)
{
    if (!cond) {
        SDL_SetError("Passed a NULL condition variable");
        return -1;
    }

    /* If there are waiting threads not already signalled, then
       signal the condition and wait for the thread to respond.
     */
    SDL_LockMutex(cond->lock);
    if (cond->waiting > cond->signals) {
        ++cond->signals;
        SDL_SemPost(cond->wait_sem);
        SDL_UnlockMutex(cond->lock);
        SDL_SemWait(cond->wait_done);
    } else {
        SDL_UnlockMutex(cond->lock);
    }

    return 0;
}

/* Restart all threads that are waiting on the condition variable */
int
SDL_CondBroadcast(SDL_cond * cond)
{
    if (!cond) {
        SDL_SetError("Passed a NULL condition variable");
        return -1;
    }

    /* If there are waiting threads not already signalled, then
       signal the condition and wait for the thread to respond.
     */
    SDL_LockMutex(cond->lock);
    if (cond->waiting > cond->signals) {
        int i, num_waiting;

        num_waiting = (cond->waiting - cond->signals);
        cond->signals = cond->waiting;
        for (i = 0; i < num_waiting; ++i) {
            SDL_SemPost(cond->wait_sem);
        }
        /* Now all released threads are blocked here, waiting for us.
           Collect them all (and win fabulous prizes!) :-)
         */
        SDL_UnlockMutex(cond->lock);
        for (i = 0; i < num_waiting; ++i) {
            SDL_SemWait(cond->wait_done);
        }
    } else {
        SDL_UnlockMutex(cond->lock);
    }

    return 0;
}

/* Wait on the condition variable for at most 'ms' milliseconds.
   The mutex must be locked before entering this function!
   The mutex is unlocked during the wait, and locked again after the wait.

Typical use:

Thread A:
	SDL_LockMutex(lock);
	while ( ! condition ) {
		SDL_CondWait(cond);
	}
	SDL_UnlockMutex(lock);

Thread B:
	SDL_LockMutex(lock);
	...
	condition = true;
	...
	SDL_UnlockMutex(lock);
 */
int
SDL_CondWaitTimeout(SDL_cond * cond, SDL_mutex * mutex, Uint32 ms)
{
    int retval;

    if (!cond) {
        SDL_SetError("Passed a NULL condition variable");
        return -1;
    }

    /* Obtain the protection mutex, and increment the number of waiters.
       This allows the signal mechanism to only perform a signal if there
       are waiting threads.
     */
    SDL_LockMutex(cond->lock);
    ++cond->waiting;
    SDL_UnlockMutex(cond->lock);

    /* Unlock the mutex, as is required by condition variable semantics */
    SDL_UnlockMutex(mutex);

    /* Wait for a signal */
    if (ms == SDL_MUTEX_MAXWAIT) {
        retval = SDL_SemWait(cond->wait_sem);
    } else {
        retval = SDL_SemWaitTimeout(cond->wait_sem, ms);
    }

    /* Let the signaler know we have completed the wait, otherwise
       the signaler can race ahead and get the condition semaphore
       if we are stopped between the mutex unlock and semaphore wait,
       giving a deadlock.  See the following URL for details:
       http://www-classic.be.com/aboutbe/benewsletter/volume_III/Issue40.html
     */
    SDL_LockMutex(cond->lock);
    if (cond->signals > 0) {
        /* If we timed out, we need to eat a condition signal */
        if (retval > 0) {
            SDL_SemWait(cond->wait_sem);
        }
        /* We always notify the signal thread that we are done */
        SDL_SemPost(cond->wait_done);

        /* Signal handshake complete */
        --cond->signals;
    }
    --cond->waiting;
    SDL_UnlockMutex(cond->lock);

    /* Lock the mutex, as is required by condition variable semantics */
    SDL_LockMutex(mutex);

    return retval;
}

/* Wait on the condition variable forever */
int
SDL_CondWait(SDL_cond * cond, SDL_mutex * mutex)
{
    return SDL_CondWaitTimeout(cond, mutex, SDL_MUTEX_MAXWAIT);
}

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