mirror of https://github.com/sm64pc/sm64pc.git
parent
e93a2bc14e
commit
aa5fe5fafd
6
Makefile
6
Makefile
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@ -573,16 +573,16 @@ endif
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ifeq ($(WINDOWS_BUILD),1)
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CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(BACKEND_CFLAGS) $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS)
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CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(BACKEND_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv -pthread
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CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(BACKEND_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv
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else ifeq ($(TARGET_WEB),1)
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CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(BACKEND_CFLAGS) $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -s USE_SDL=2
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CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(BACKEND_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv -pthread -s USE_SDL=2
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CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(BACKEND_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv -s USE_SDL=2
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# Linux / Other builds below
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else
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CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(BACKEND_CFLAGS) $(PLATFORM_CFLAGS) $(INCLUDE_CFLAGS) -Wall -Wextra -Wno-format-security $(VERSION_CFLAGS) $(GRUCODE_CFLAGS)
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CFLAGS := $(OPT_FLAGS) $(PLATFORM_CFLAGS) $(INCLUDE_CFLAGS) $(BACKEND_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv -pthread
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CFLAGS := $(OPT_FLAGS) $(PLATFORM_CFLAGS) $(INCLUDE_CFLAGS) $(BACKEND_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv
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endif
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# Check for enhancement options
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@ -1922,10 +1922,10 @@ index 243a704..193a245 100644
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for (size_t i = 0; i < sizeof(windows_scancode_table) / sizeof(SDL_Scancode); i++) {
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diff --git a/src/pc/pc_main.c b/src/pc/pc_main.c
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index 98ddf78..c86a04a 100644
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index 923e7ea..4fe6161 100644
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--- a/src/pc/pc_main.c
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+++ b/src/pc/pc_main.c
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@@ -130,6 +130,25 @@ void send_display_list(struct SPTask *spTask) {
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@@ -83,6 +83,25 @@ void send_display_list(struct SPTask *spTask) {
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#define SAMPLES_LOW 528
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#endif
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@ -1951,8 +1951,8 @@ index 98ddf78..c86a04a 100644
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void produce_one_frame(void) {
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gfx_start_frame();
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@@ -146,6 +165,11 @@ void produce_one_frame(void) {
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thread6_rumble_loop(NULL);
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@@ -110,6 +129,11 @@ void produce_one_frame(void) {
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audio_api->play((u8 *)audio_buffer, 2 * num_audio_samples * 4);
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gfx_end_frame();
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+
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@ -1962,4 +1962,4 @@ index 98ddf78..c86a04a 100644
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+ gfx_end_frame();
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}
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// Seperate the audio thread from the main thread so that your ears won't bleed at a low framerate
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void audio_shutdown(void) {
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@ -13,7 +13,6 @@
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#include "seq_ids.h"
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#include "dialog_ids.h"
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#include "level_table.h"
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#include "pc/pc_main.h"
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#ifdef VERSION_EU
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#define EU_FLOAT(x) x ## f
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@ -775,7 +774,6 @@ void create_next_audio_buffer(s16 *samples, u32 num_samples) {
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update_game_sound();
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sGameLoopTicked = 0;
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}
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s32 writtenCmds;
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synthesis_execute(gAudioCmdBuffers[0], &writtenCmds, samples, num_samples);
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gAudioRandom = ((gAudioRandom + gAudioFrameCount) * gAudioFrameCount);
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@ -2350,10 +2348,6 @@ void sound_reset(u8 presetId) {
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sUnused8033323C = 0;
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}
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#endif
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// Wait for audio thread to finish rendering
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pc_wait_for_audio();
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pc_request_gameloop_wait();
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sGameLoopTicked = 0;
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disable_all_sequence_players();
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sound_init();
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@ -8,7 +8,6 @@
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#include "pc/platform.h"
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#include "pc/fs/fs.h"
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#include "pc/thread.h"
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#define ALIGN16(val) (((val) + 0xF) & ~0xF)
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@ -4,7 +4,6 @@
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#include "data.h"
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#include "seqplayer.h"
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#include "synthesis.h"
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#include "pc/thread.h"
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#ifdef VERSION_EU
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@ -55,13 +54,6 @@ void create_next_audio_buffer(s16 *samples, u32 num_samples) {
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if (osRecvMesg(OSMesgQueues[1], &msg, OS_MESG_NOBLOCK) != -1) {
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func_802ad7ec((u32) msg);
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}
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// If the game thread is resetting the sound, don't process any audio commands
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pcthread_mutex_lock(&pcthread_game_mutex); bool reseting_sound = pcthread_game_reset_sound; pcthread_mutex_unlock(&pcthread_game_mutex);
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if (reseting_sound) {
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printf("Audio thread: Dropped 1 frame\n");
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return;
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}
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synthesis_execute(gAudioCmdBuffers[0], &writtenCmds, samples, num_samples);
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gAudioRandom = ((gAudioRandom + gAudioFrameCount) * gAudioFrameCount);
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gAudioRandom = gAudioRandom + writtenCmds / 8;
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@ -54,8 +54,6 @@ unsigned int configMasterVolume = MAX_VOLUME; // 0 - MAX_VOLUME
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unsigned int configMusicVolume = MAX_VOLUME;
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unsigned int configSfxVolume = MAX_VOLUME;
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unsigned int configEnvVolume = MAX_VOLUME;
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float configAudioRunahead = 0.f;
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float configAudioSleep = 1.f;
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// Keyboard mappings (VK_ values, by default keyboard/gamepad/mouse)
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unsigned int configKeyA[MAX_BINDS] = { 0x0026, 0x1000, 0x1103 };
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@ -108,8 +106,6 @@ static const struct ConfigOption options[] = {
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{.name = "music_volume", .type = CONFIG_TYPE_UINT, .uintValue = &configMusicVolume},
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{.name = "sfx_volume", .type = CONFIG_TYPE_UINT, .uintValue = &configSfxVolume},
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{.name = "env_volume", .type = CONFIG_TYPE_UINT, .uintValue = &configEnvVolume},
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{.name = "audio_sleep", .type = CONFIG_TYPE_FLOAT, .floatValue = &configAudioSleep},
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{.name = "audio_runahead", .type = CONFIG_TYPE_FLOAT, .floatValue = &configAudioRunahead},
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{.name = "key_a", .type = CONFIG_TYPE_BIND, .uintValue = configKeyA},
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{.name = "key_b", .type = CONFIG_TYPE_BIND, .uintValue = configKeyB},
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{.name = "key_start", .type = CONFIG_TYPE_BIND, .uintValue = configKeyStart},
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@ -23,8 +23,6 @@ extern unsigned int configMasterVolume;
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extern unsigned int configMusicVolume;
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extern unsigned int configSfxVolume;
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extern unsigned int configEnvVolume;
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extern float configAudioRunahead;
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extern float configAudioSleep;
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extern unsigned int configKeyA[];
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extern unsigned int configKeyB[];
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extern unsigned int configKeyStart[];
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143
src/pc/pc_main.c
143
src/pc/pc_main.c
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@ -1,9 +1,5 @@
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#include <stdlib.h>
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#include <stdio.h>
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#include <unistd.h> //Header file for sleep(). man 3 sleep for details.
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#include <time.h>
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#include <errno.h>
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#include <stdbool.h>
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#ifdef TARGET_WEB
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#include <emscripten.h>
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@ -29,7 +25,6 @@
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#include "audio/audio_null.h"
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#include "pc_main.h"
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#include "thread.h"
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#include "cliopts.h"
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#include "configfile.h"
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#include "controller/controller_api.h"
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@ -39,7 +34,6 @@
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#include "game/game_init.h"
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#include "game/main.h"
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#include "game/thread6.h"
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#include "game/display.h"
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#ifdef DISCORDRPC
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#include "pc/discord/discordrpc.h"
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@ -62,24 +56,10 @@ static struct AudioAPI *audio_api;
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static struct GfxWindowManagerAPI *wm_api;
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static struct GfxRenderingAPI *rendering_api;
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sys_thread_t pcthread_audio_id;
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sys_mutex_t pcthread_audio_mutex = SYS_MUTEX_INITIALIZER;
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bool pcthread_audio_init = false;
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bool pcthread_audio_rendering = false;
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sys_sem_t pcthread_audio_sema;
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sys_mutex_t pcthread_game_mutex = SYS_MUTEX_INITIALIZER;
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bool pcthread_game_loop_iterating = false;
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bool pcthread_game_reset_sound = false;
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bool pcthread_wait_for_gameloop = false;
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sys_sem_t pcthread_game_sema;
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extern void gfx_run(Gfx *commands);
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extern void thread5_game_loop(void *arg);
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extern void audio_game_loop_tick(void);
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extern void create_next_audio_buffer(s16 *samples, u32 num_samples);
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void game_loop_one_iteration(void);
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void* audio_thread();
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void dispatch_audio_sptask(struct SPTask *spTask) {
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}
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void set_vblank_handler(s32 index, struct VblankHandler *handler, OSMesgQueue *queue, OSMesg *msg) {
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}
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// Send a request for non-game threads to wait for the game thread to finish
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void pc_request_gameloop_wait(void) {
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sys_mutex_lock(&pcthread_game_mutex);
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pcthread_wait_for_gameloop = true;
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sys_mutex_unlock(&pcthread_game_mutex);
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}
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// Wait for the audio thread to finish rendering audio
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void pc_wait_for_audio(void) {
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sys_semaphore_wait(&pcthread_audio_sema);
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}
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// Check if the audio thread is currently rendering audio
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bool pc_check_audio_rendering(void) {
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sys_mutex_lock(&pcthread_audio_mutex);
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bool rendering = pcthread_audio_rendering;
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sys_mutex_unlock(&pcthread_audio_mutex);
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return rendering;
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}
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// Check if the game thread should finish before continuing
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bool pc_check_gameloop_wait(void) {
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sys_mutex_lock(&pcthread_game_mutex);
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bool waiting = pcthread_wait_for_gameloop;
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sys_mutex_unlock(&pcthread_game_mutex);
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return waiting;
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}
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static bool inited = false;
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#include "game/display.h" // for gGlobalTimer
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void send_display_list(struct SPTask *spTask) {
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if (!inited) return;
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gfx_run((Gfx *)spTask->task.t.data_ptr);
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void produce_one_frame(void) {
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gfx_start_frame();
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const f32 master_mod = (f32)configMasterVolume / 127.0f;
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set_sequence_player_volume(SEQ_PLAYER_LEVEL, (f32)configMusicVolume / 127.0f * master_mod);
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set_sequence_player_volume(SEQ_PLAYER_SFX, (f32)configSfxVolume / 127.0f * master_mod);
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set_sequence_player_volume(SEQ_PLAYER_ENV, (f32)configEnvVolume / 127.0f * master_mod);
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game_loop_one_iteration();
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// Post the game thread semaphore if the game thread requested it
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sys_mutex_lock(&pcthread_game_mutex);
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if (pcthread_wait_for_gameloop) {
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sys_semaphore_post(&pcthread_game_sema);
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pcthread_wait_for_gameloop = false;
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}
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sys_mutex_unlock(&pcthread_game_mutex);
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thread6_rumble_loop(NULL);
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gfx_end_frame();
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}
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// Seperate the audio thread from the main thread so that your ears won't bleed at a low framerate
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void* audio_thread() {
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// Keep track of the time in microseconds
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const f64 frametime_micro = 16666.666; // 16.666666 ms = 60Hz; run this thread 60 times a second like the original game
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f64 start_time;
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f64 end_time;
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bool doloop = true;
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sys_semaphore_wait(&pcthread_game_sema);
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while(doloop) {
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start_time = sys_profile_time();
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const f32 master_mod = (f32)configMasterVolume / 127.0f;
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set_sequence_player_volume(SEQ_PLAYER_LEVEL, (f32)configMusicVolume / 127.0f * master_mod);
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set_sequence_player_volume(SEQ_PLAYER_SFX, (f32)configSfxVolume / 127.0f * master_mod);
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set_sequence_player_volume(SEQ_PLAYER_ENV, (f32)configEnvVolume / 127.0f * master_mod);
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int samples_left = audio_api->buffered() - (audio_api->get_desired_buffered() * configAudioRunahead);
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if (samples_left < 0) samples_left = 0;
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u32 num_audio_samples = samples_left < audio_api->get_desired_buffered() ? SAMPLES_HIGH : SAMPLES_LOW;
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// printf("Audio samples: %d %u\n", samples_left, num_audio_samples);
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s16 audio_buffer[SAMPLES_HIGH * 2];
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int samples_left = audio_api->buffered();
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u32 num_audio_samples = samples_left < audio_api->get_desired_buffered() ? SAMPLES_HIGH : SAMPLES_LOW;
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//printf("Audio samples: %d %u\n", samples_left, num_audio_samples);
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s16 audio_buffer[SAMPLES_HIGH * 2 * 2];
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for (int i = 0; i < 2; i++) {
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/*if (audio_cnt-- == 0) {
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audio_cnt = 2;
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}
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u32 num_audio_samples = audio_cnt < 2 ? 528 : 544;*/
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if (!pc_check_gameloop_wait()) {
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sys_mutex_lock(&pcthread_audio_mutex);
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pcthread_audio_rendering = true;
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sys_mutex_unlock(&pcthread_audio_mutex);
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create_next_audio_buffer(audio_buffer, num_audio_samples);
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sys_semaphore_post(&pcthread_audio_sema);
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sys_mutex_lock(&pcthread_audio_mutex);
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pcthread_audio_rendering = false;
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sys_mutex_unlock(&pcthread_audio_mutex);
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} /* else {
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printf("Audio thread: dropped frame\n");
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} */
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// printf("Audio samples before submitting: %d\n", audio_api->buffered());
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audio_api->play((u8 *)audio_buffer, num_audio_samples * 4);
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end_time = sys_profile_time();
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// Sleep for the remaining time
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f64 nap_time = (frametime_micro - (end_time - start_time)) * configAudioSleep;
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// printf("Audio thread nap time: %f\n", nap_time);
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if (nap_time > 0.0) sys_sleep(nap_time);
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// Check if the game thread is still running
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sys_mutex_lock(&pcthread_audio_mutex);
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doloop = pcthread_audio_init;
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sys_mutex_unlock(&pcthread_audio_mutex);
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create_next_audio_buffer(audio_buffer + i * (num_audio_samples * 2), num_audio_samples);
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}
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return NULL;
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}
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//printf("Audio samples before submitting: %d\n", audio_api->buffered());
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void audio_thread_init() {
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pcthread_audio_init = true;
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sys_semaphore_init(&pcthread_audio_sema, 0, 1);
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sys_thread_create(&pcthread_audio_id, audio_thread, NULL);
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audio_api->play((u8 *)audio_buffer, 2 * num_audio_samples * 4);
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gfx_end_frame();
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}
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void audio_shutdown(void) {
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// Tell the audio thread to stop
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sys_mutex_lock(&pcthread_audio_mutex);
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pcthread_audio_init = false;
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sys_mutex_unlock(&pcthread_audio_mutex);
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sys_semaphore_wait(&pcthread_audio_sema); // Wait for the audio thread to finish rendering audio, then destroy it all
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sys_thread_join(&pcthread_audio_id, NULL);
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sys_semaphore_destroy(&pcthread_audio_sema);
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if (audio_api) {
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if (audio_api->shutdown) audio_api->shutdown();
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audio_api = NULL;
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controller_shutdown();
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audio_shutdown();
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gfx_shutdown();
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sys_semaphore_destroy(&pcthread_game_sema);
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inited = false;
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}
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@ -364,10 +257,6 @@ void main_func(void) {
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emscripten_set_main_loop(em_main_loop, 0, 0);
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request_anim_frame(on_anim_frame);
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#else
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// initialize multithreading
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sys_semaphore_init(&pcthread_game_sema, 0, 0);
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audio_thread_init();
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while (true) {
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wm_api->main_loop(produce_one_frame);
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#ifdef DISCORDRPC
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@ -5,16 +5,9 @@
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extern "C" {
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#endif
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#include <stdbool.h>
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void game_deinit(void);
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void game_exit(void);
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void pc_request_gameloop_wait(void);
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void pc_wait_for_audio(void);
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bool pc_check_audio_rendering(void);
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bool pc_check_gameloop_wait(void);
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#ifdef __cplusplus
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}
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#endif
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#include "configfile.h"
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#include "platform.h"
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#if !defined(HAVE_SDL2) && !defined(CLOCK_MONOTONIC)
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#include <sys/time.h>
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#elif defined(HAVE_SDL2)
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// we can just ask SDL for most of this shit if we have it
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#include <SDL2/SDL.h>
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#endif
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/* NULL terminated list of platform specific read-only data paths */
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/* priority is top first */
|
||||
const char *sys_ropaths[] = {
|
||||
|
@ -80,24 +73,6 @@ void sys_sleep(const uint64_t us) {
|
|||
usleep(us);
|
||||
}
|
||||
|
||||
// A high-resolution profiling timer. Returns the current time in microseconds.
|
||||
double sys_profile_time(void) {
|
||||
#if defined(HAVE_SDL2)
|
||||
static double freq = 0.0;
|
||||
if (freq == 0.0)
|
||||
freq = (double)SDL_GetPerformanceFrequency() / 1000000.0;
|
||||
return (double)SDL_GetPerformanceCounter() / freq;
|
||||
#elif defined(CLOCK_MONOTONIC)
|
||||
struct timespec tv;
|
||||
clock_gettime(CLOCK_MONOTONIC, &tv);
|
||||
return (double)tv.tv_nsec / 1000.0 + (double)tv.tv_sec * 1000000.0;
|
||||
#else
|
||||
struct timeval tv;
|
||||
gettimeofday(&tv, NULL);
|
||||
return (double)tv.tv_usec + (double)tv.tv_sec * 1000000.0;
|
||||
#endif
|
||||
}
|
||||
|
||||
/* this calls a platform-specific impl function after forming the error message */
|
||||
|
||||
static void sys_fatal_impl(const char *msg) __attribute__ ((noreturn));
|
||||
|
@ -114,6 +89,9 @@ void sys_fatal(const char *fmt, ...) {
|
|||
|
||||
#ifdef HAVE_SDL2
|
||||
|
||||
// we can just ask SDL for most of this shit if we have it
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
// TEMPORARY: check the old save folder and copy contents to the new path
|
||||
// this will be removed after a while
|
||||
static inline bool copy_userdata(const char *userdir) {
|
||||
|
|
|
@ -5,9 +5,6 @@
|
|||
#include <stdint.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <time.h>
|
||||
#include <pthread.h>
|
||||
#include <semaphore.h>
|
||||
|
||||
/* Platform-specific functions and whatnot */
|
||||
|
||||
|
@ -21,7 +18,6 @@ char *sys_strdup(const char *src);
|
|||
char *sys_strlwr(char *src);
|
||||
int sys_strcasecmp(const char *s1, const char *s2);
|
||||
void sys_sleep(const uint64_t us);
|
||||
double sys_profile_time(void);
|
||||
|
||||
// path stuff
|
||||
const char *sys_user_path(void);
|
||||
|
|
|
@ -1,44 +0,0 @@
|
|||
#include "thread.h"
|
||||
|
||||
#ifdef HAVE_POSIX_THREADS
|
||||
|
||||
#include <pthread.h>
|
||||
#include <semaphore.h>
|
||||
|
||||
int sys_thread_create(sys_thread_t *thread, sys_thread_func_t func, void *arg) {
|
||||
return pthread_create(thread, NULL, func, arg);
|
||||
}
|
||||
|
||||
int sys_thread_join(sys_thread_t *thread, void **result) {
|
||||
return pthread_join(*thread, result);
|
||||
}
|
||||
|
||||
void sys_mutex_lock(sys_mutex_t *mutex) {
|
||||
pthread_mutex_lock(mutex);
|
||||
}
|
||||
|
||||
void sys_mutex_unlock(sys_mutex_t *mutex) {
|
||||
pthread_mutex_unlock(mutex);
|
||||
}
|
||||
|
||||
void sys_semaphore_init(sys_sem_t *sem, int pshared, unsigned int value) {
|
||||
sem_init(sem, pshared, value);
|
||||
}
|
||||
|
||||
void sys_semaphore_wait(sys_sem_t *sem) {
|
||||
sem_wait(sem);
|
||||
}
|
||||
|
||||
void sys_semaphore_post(sys_sem_t *sem) {
|
||||
sem_post(sem);
|
||||
}
|
||||
|
||||
void sys_semaphore_destroy(sys_sem_t *sem) {
|
||||
sem_destroy(sem);
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
#error "Implement thread.c for your platform."
|
||||
|
||||
#endif
|
|
@ -1,30 +0,0 @@
|
|||
#ifndef _PC_THREAD_H
|
||||
#define _PC_THREAD_H
|
||||
|
||||
// TODO: add other backends if required
|
||||
#define HAVE_POSIX_THREADS 1
|
||||
|
||||
#ifdef HAVE_POSIX_THREADS
|
||||
#include <pthread.h>
|
||||
#include <semaphore.h>
|
||||
typedef pthread_t sys_thread_t;
|
||||
typedef void *(*sys_thread_func_t)(void *);
|
||||
typedef pthread_mutex_t sys_mutex_t;
|
||||
typedef sem_t sys_sem_t;
|
||||
#define SYS_MUTEX_INITIALIZER PTHREAD_MUTEX_INITIALIZER
|
||||
#else
|
||||
#error "Implement thread.c for your platform."
|
||||
#endif
|
||||
|
||||
int sys_thread_create(sys_thread_t *thread, sys_thread_func_t func, void *arg);
|
||||
int sys_thread_join(sys_thread_t *thread, void **result);
|
||||
|
||||
void sys_mutex_lock(sys_mutex_t *mutex);
|
||||
void sys_mutex_unlock(sys_mutex_t *mutex);
|
||||
|
||||
void sys_semaphore_init(sys_sem_t *sem, int pshared, unsigned int value);
|
||||
void sys_semaphore_wait(sys_sem_t *sem);
|
||||
void sys_semaphore_post(sys_sem_t *sem);
|
||||
void sys_semaphore_destroy(sys_sem_t *sem);
|
||||
|
||||
#endif // _PC_THREAD_H
|
Loading…
Reference in New Issue