Remove the SMP renderer feature

This commit is contained in:
Tim Angus 2013-01-24 22:53:08 +00:00
parent 3f489fe5f2
commit 51df89ab13
35 changed files with 160 additions and 839 deletions

View file

@ -26,14 +26,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
# include <SDL.h>
#endif
#ifdef SMP
# ifdef USE_LOCAL_HEADERS
# include "SDL_thread.h"
# else
# include <SDL_thread.h>
# endif
#endif
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
@ -827,245 +819,3 @@ void GLimp_EndFrame( void )
r_fullscreen->modified = qfalse;
}
}
#ifdef SMP
/*
===========================================================
SMP acceleration
===========================================================
*/
/*
* I have no idea if this will even work...most platforms don't offer
* thread-safe OpenGL libraries, and it looks like the original Linux
* code counted on each thread claiming the GL context with glXMakeCurrent(),
* which you can't currently do in SDL. We'll just have to hope for the best.
*/
static SDL_mutex *smpMutex = NULL;
static SDL_cond *renderCommandsEvent = NULL;
static SDL_cond *renderCompletedEvent = NULL;
static void (*glimpRenderThread)( void ) = NULL;
static SDL_Thread *renderThread = NULL;
/*
===============
GLimp_ShutdownRenderThread
===============
*/
static void GLimp_ShutdownRenderThread(void)
{
if (smpMutex != NULL)
{
SDL_DestroyMutex(smpMutex);
smpMutex = NULL;
}
if (renderCommandsEvent != NULL)
{
SDL_DestroyCond(renderCommandsEvent);
renderCommandsEvent = NULL;
}
if (renderCompletedEvent != NULL)
{
SDL_DestroyCond(renderCompletedEvent);
renderCompletedEvent = NULL;
}
glimpRenderThread = NULL;
}
/*
===============
GLimp_RenderThreadWrapper
===============
*/
static int GLimp_RenderThreadWrapper( void *arg )
{
Com_Printf( "Render thread starting\n" );
glimpRenderThread();
GLimp_SetCurrentContext(NULL);
Com_Printf( "Render thread terminating\n" );
return 0;
}
/*
===============
GLimp_SpawnRenderThread
===============
*/
qboolean GLimp_SpawnRenderThread( void (*function)( void ) )
{
static qboolean warned = qfalse;
if (!warned)
{
Com_Printf("WARNING: You enable r_smp at your own risk!\n");
warned = qtrue;
}
#ifndef MACOS_X
return qfalse; /* better safe than sorry for now. */
#endif
if (renderThread != NULL) /* hopefully just a zombie at this point... */
{
Com_Printf("Already a render thread? Trying to clean it up...\n");
SDL_WaitThread(renderThread, NULL);
renderThread = NULL;
GLimp_ShutdownRenderThread();
}
smpMutex = SDL_CreateMutex();
if (smpMutex == NULL)
{
Com_Printf( "smpMutex creation failed: %s\n", SDL_GetError() );
GLimp_ShutdownRenderThread();
return qfalse;
}
renderCommandsEvent = SDL_CreateCond();
if (renderCommandsEvent == NULL)
{
Com_Printf( "renderCommandsEvent creation failed: %s\n", SDL_GetError() );
GLimp_ShutdownRenderThread();
return qfalse;
}
renderCompletedEvent = SDL_CreateCond();
if (renderCompletedEvent == NULL)
{
Com_Printf( "renderCompletedEvent creation failed: %s\n", SDL_GetError() );
GLimp_ShutdownRenderThread();
return qfalse;
}
glimpRenderThread = function;
renderThread = SDL_CreateThread(GLimp_RenderThreadWrapper, NULL);
if ( renderThread == NULL )
{
ri.Printf( PRINT_ALL, "SDL_CreateThread() returned %s", SDL_GetError() );
GLimp_ShutdownRenderThread();
return qfalse;
}
else
{
// tma 01/09/07: don't think this is necessary anyway?
//
// !!! FIXME: No detach API available in SDL!
//ret = pthread_detach( renderThread );
//if ( ret ) {
//ri.Printf( PRINT_ALL, "pthread_detach returned %d: %s", ret, strerror( ret ) );
//}
}
return qtrue;
}
static volatile void *smpData = NULL;
static volatile qboolean smpDataReady;
/*
===============
GLimp_RendererSleep
===============
*/
void *GLimp_RendererSleep( void )
{
void *data = NULL;
GLimp_SetCurrentContext(NULL);
SDL_LockMutex(smpMutex);
{
smpData = NULL;
smpDataReady = qfalse;
// after this, the front end can exit GLimp_FrontEndSleep
SDL_CondSignal(renderCompletedEvent);
while ( !smpDataReady )
SDL_CondWait(renderCommandsEvent, smpMutex);
data = (void *)smpData;
}
SDL_UnlockMutex(smpMutex);
GLimp_SetCurrentContext(opengl_context);
return data;
}
/*
===============
GLimp_FrontEndSleep
===============
*/
void GLimp_FrontEndSleep( void )
{
SDL_LockMutex(smpMutex);
{
while ( smpData )
SDL_CondWait(renderCompletedEvent, smpMutex);
}
SDL_UnlockMutex(smpMutex);
GLimp_SetCurrentContext(opengl_context);
}
/*
===============
GLimp_WakeRenderer
===============
*/
void GLimp_WakeRenderer( void *data )
{
GLimp_SetCurrentContext(NULL);
SDL_LockMutex(smpMutex);
{
assert( smpData == NULL );
smpData = data;
smpDataReady = qtrue;
// after this, the renderer can continue through GLimp_RendererSleep
SDL_CondSignal(renderCommandsEvent);
}
SDL_UnlockMutex(smpMutex);
}
#else
// No SMP - stubs
void GLimp_RenderThreadWrapper( void *arg )
{
}
qboolean GLimp_SpawnRenderThread( void (*function)( void ) )
{
ri.Printf( PRINT_WARNING, "ERROR: SMP support was disabled at compile time\n");
return qfalse;
}
void *GLimp_RendererSleep( void )
{
return NULL;
}
void GLimp_FrontEndSleep( void )
{
}
void GLimp_WakeRenderer( void *data )
{
}
#endif