Refactored mathematics module
Added AABBs Added code examples Added experimental support for texture arrays (1D/2D) Added initialisers (new way of initialising modules) Added global headers (Plus a global header generator script) Added pattern support for directory Added support for spinlocks critical section on Windows Added NzRenderWindow::SetFramerateLimit Core project now includes Mathematics files Fixed color implementation using double Fixed declaration needing renderer include Fixed MLT not clearing nextFree(File/Line) after Free Fixed move operators not being noexcept Fixed thread-safety (Now working correctly - If I'm lucky) Moved Resource to core New interface for modules New interface for the renderer Put some global functions to anonymous namespace Removed empty modules Renamed ThreadCondition to ConditionVariable Replaced redirect to cerr log option by duplicate to cout Setting mouse position relative to a window will make this window ignore the event Shaders sending methods no longer takes the uniform variable name (it's using ID instead) Using new OpenGL 4.3 header
This commit is contained in:
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src/Nazara/Core/Win32/ConditionVariableImpl.cpp
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98
src/Nazara/Core/Win32/ConditionVariableImpl.cpp
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// Copyright (C) 2012 Jérôme Leclercq
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// This file is part of the "Nazara Engine".
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// For conditions of distribution and use, see copyright notice in Config.hpp
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// Source: http://www.cs.wustl.edu/~schmidt/win32-cv-1.html
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#include <Nazara/Core/Win32/ConditionVariableImpl.hpp>
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#include <Nazara/Core/Win32/MutexImpl.hpp>
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#include <Nazara/Core/Debug.hpp>
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NzConditionVariableImpl::NzConditionVariableImpl()
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{
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#if NAZARA_CORE_WINDOWS_VISTA
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InitializeConditionVariable(&m_cv);
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#else
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m_count = 0;
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InitializeCriticalSection(&m_countLock);
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m_events[SIGNAL] = CreateEvent(nullptr, false, false, nullptr); // auto-reset event
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m_events[BROADCAST] = CreateEvent(nullptr, true, false, nullptr); // manual-reset event
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#endif
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}
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#if !NAZARA_CORE_WINDOWS_VISTA
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NzConditionVariableImpl::~NzConditionVariableImpl()
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{
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DeleteCriticalSection(&m_countLock);
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}
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#endif
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void NzConditionVariableImpl::Signal()
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{
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#if NAZARA_CORE_WINDOWS_VISTA
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WakeConditionVariable(&m_cv);
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#else
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// Avoid race conditions.
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EnterCriticalSection(&m_countLock);
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bool haveWaiters = (m_count > 0);
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LeaveCriticalSection(&m_countLock);
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if (haveWaiters)
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SetEvent(m_events[SIGNAL]);
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#endif
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}
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void NzConditionVariableImpl::SignalAll()
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{
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#if NAZARA_CORE_WINDOWS_VISTA
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WakeAllConditionVariable(&m_cv);
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#else
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// Avoid race conditions.
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EnterCriticalSection(&m_countLock);
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bool haveWaiters = (m_count > 0);
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LeaveCriticalSection (&m_countLock);
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if (haveWaiters)
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SetEvent(m_events[BROADCAST]);
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#endif
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}
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void NzConditionVariableImpl::Wait(NzMutexImpl* mutex)
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{
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Wait(mutex, INFINITE);
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}
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bool NzConditionVariableImpl::Wait(NzMutexImpl* mutex, nzUInt32 timeout)
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{
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#if NAZARA_CORE_WINDOWS_VISTA
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return SleepConditionVariableCS(&m_cv, mutex->m_criticalSection, timeout);
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#else
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// Avoid race conditions.
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EnterCriticalSection(&m_countLock);
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m_count++;
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LeaveCriticalSection(&m_countLock);
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// It's ok to release the mutex here since Win32
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// manual-reset events maintain state when used with SetEvent.
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// This avoids the "lost wakeup" bug...
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LeaveCriticalSection(&mutex->m_criticalSection);
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// Wait for either event to become signaled due to Signal being called or SignalAll being called.
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int result = WaitForMultipleObjects(2, m_events, false, timeout);
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EnterCriticalSection(&m_countLock);
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m_count--;
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bool lastWaiter = (result == WAIT_OBJECT_0 + BROADCAST && m_count == 0);
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LeaveCriticalSection(&m_countLock);
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// Some thread called SignalAll
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if (lastWaiter)
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// We're the last waiter to be notified or to stop waiting, so reset the manual event.
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ResetEvent(m_events[BROADCAST]);
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// Reacquire the mutex.
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EnterCriticalSection(&mutex->m_criticalSection);
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return result != WAIT_TIMEOUT;
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#endif
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}
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