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c61675dc5d
This allows us to set an explicit stack size (overriding the system default and the global hint an app might have set), and remove all the macro salsa for dealing with _beginthreadex and such, as internal threads always set those to NULL anyhow. I've taken some guesses on reasonable (and tiny!) stack sizes for our internal threads, but some of these might turn out to be too small in practice and need an increase. Most of them are simple functions, though.
155 lines
3.9 KiB
C++
155 lines
3.9 KiB
C++
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#if SDL_VIDEO_DRIVER_WINRT
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/*
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* Windows includes:
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*/
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#include <Windows.h>
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using namespace Windows::UI::Core;
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using Windows::UI::Core::CoreCursor;
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/*
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* SDL includes:
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*/
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#include "SDL_winrtevents_c.h"
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#include "../../core/winrt/SDL_winrtapp_common.h"
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#include "../../core/winrt/SDL_winrtapp_direct3d.h"
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#include "../../core/winrt/SDL_winrtapp_xaml.h"
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#include "SDL_assert.h"
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#include "SDL_system.h"
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#include "../thread/SDL_systhread.h"
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extern "C" {
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#include "../SDL_sysvideo.h"
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#include "../../events/SDL_events_c.h"
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}
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/* Forward declarations */
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static void WINRT_YieldXAMLThread();
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/* Global event management */
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void
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WINRT_PumpEvents(_THIS)
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{
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if (SDL_WinRTGlobalApp) {
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SDL_WinRTGlobalApp->PumpEvents();
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} else if (WINRT_XAMLWasEnabled) {
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WINRT_YieldXAMLThread();
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}
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}
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/* XAML Thread management */
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enum SDL_XAMLAppThreadState
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{
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ThreadState_NotLaunched = 0,
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ThreadState_Running,
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ThreadState_Yielding
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};
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static SDL_XAMLAppThreadState _threadState = ThreadState_NotLaunched;
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static SDL_Thread * _XAMLThread = nullptr;
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static SDL_mutex * _mutex = nullptr;
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static SDL_cond * _cond = nullptr;
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static void
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WINRT_YieldXAMLThread()
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{
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SDL_LockMutex(_mutex);
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SDL_assert(_threadState == ThreadState_Running);
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_threadState = ThreadState_Yielding;
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SDL_UnlockMutex(_mutex);
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SDL_CondSignal(_cond);
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SDL_LockMutex(_mutex);
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while (_threadState != ThreadState_Running) {
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SDL_CondWait(_cond, _mutex);
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}
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SDL_UnlockMutex(_mutex);
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}
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static int
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WINRT_XAMLThreadMain(void * userdata)
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{
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// TODO, WinRT: pass the C-style main() a reasonably realistic
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// representation of command line arguments.
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int argc = 0;
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char **argv = NULL;
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return WINRT_SDLAppEntryPoint(argc, argv);
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}
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void
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WINRT_CycleXAMLThread()
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{
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switch (_threadState) {
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case ThreadState_NotLaunched:
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{
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_cond = SDL_CreateCond();
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_mutex = SDL_CreateMutex();
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_threadState = ThreadState_Running;
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_XAMLThread = SDL_CreateThreadInternal(WINRT_XAMLThreadMain, "SDL/XAML App Thread", 0, nullptr);
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SDL_LockMutex(_mutex);
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while (_threadState != ThreadState_Yielding) {
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SDL_CondWait(_cond, _mutex);
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}
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SDL_UnlockMutex(_mutex);
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break;
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}
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case ThreadState_Running:
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{
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SDL_assert(false);
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break;
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}
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case ThreadState_Yielding:
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{
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SDL_LockMutex(_mutex);
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SDL_assert(_threadState == ThreadState_Yielding);
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_threadState = ThreadState_Running;
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SDL_UnlockMutex(_mutex);
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SDL_CondSignal(_cond);
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SDL_LockMutex(_mutex);
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while (_threadState != ThreadState_Yielding) {
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SDL_CondWait(_cond, _mutex);
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}
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SDL_UnlockMutex(_mutex);
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}
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}
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}
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#endif /* SDL_VIDEO_DRIVER_WINRT */
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/* vi: set ts=4 sw=4 expandtab: */
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