/* =========================================================================== Return to Castle Wolfenstein multiplayer GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”). RTCW MP 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 3 of the License, or (at your option) any later version. RTCW MP 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 RTCW MP Source Code. If not, see . In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #import #import #import #import "macosx_glimp.h" #include "tr_local.h" #import "macosx_local.h" #import "macosx_display.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 ) { 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 ); }