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Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool. Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test: @ bool_return_type @ identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$"; @@ ( func( ... ) - == 0 | - func( + !func( ... ) - < 0 | - func( + !func( ... ) - != 0 | - func( + !func( ... ) - == -1 )
285 lines
9.1 KiB
C
285 lines
9.1 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 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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#include <pthread.h>
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#ifdef HAVE_PTHREAD_NP_H
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#include <pthread_np.h>
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#endif
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#include <signal.h>
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#include <errno.h>
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#ifdef SDL_PLATFORM_LINUX
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#include <sys/time.h>
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#include <sys/resource.h>
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#include <sys/syscall.h>
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#include <unistd.h>
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#include "../../core/linux/SDL_dbus.h"
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#endif // SDL_PLATFORM_LINUX
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#if (defined(SDL_PLATFORM_LINUX) || defined(SDL_PLATFORM_MACOS) || defined(SDL_PLATFORM_IOS)) && defined(HAVE_DLOPEN)
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#include <dlfcn.h>
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#ifndef RTLD_DEFAULT
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#define RTLD_DEFAULT NULL
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#endif
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#endif
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#include "../SDL_thread_c.h"
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#include "../SDL_systhread.h"
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#ifdef SDL_PLATFORM_ANDROID
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#include "../../core/android/SDL_android.h"
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#endif
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#ifdef SDL_PLATFORM_HAIKU
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#include <kernel/OS.h>
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#endif
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// List of signals to mask in the subthreads
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static const int sig_list[] = {
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SIGHUP, SIGINT, SIGQUIT, SIGPIPE, SIGALRM, SIGTERM, SIGCHLD, SIGWINCH,
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SIGVTALRM, SIGPROF, 0
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};
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static void *RunThread(void *data)
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{
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#ifdef SDL_PLATFORM_ANDROID
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Android_JNI_SetupThread();
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#endif
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SDL_RunThread((SDL_Thread *)data);
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return NULL;
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}
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#if (defined(SDL_PLATFORM_MACOS) || defined(SDL_PLATFORM_IOS)) && defined(HAVE_DLOPEN)
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static bool checked_setname = false;
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static int (*ppthread_setname_np)(const char *) = NULL;
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#elif defined(SDL_PLATFORM_LINUX) && defined(HAVE_DLOPEN)
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static bool checked_setname = false;
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static int (*ppthread_setname_np)(pthread_t, const char *) = NULL;
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#endif
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bool SDL_SYS_CreateThread(SDL_Thread *thread,
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SDL_FunctionPointer pfnBeginThread,
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SDL_FunctionPointer pfnEndThread)
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{
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pthread_attr_t type;
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// do this here before any threads exist, so there's no race condition.
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#if (defined(SDL_PLATFORM_MACOS) || defined(SDL_PLATFORM_IOS) || defined(SDL_PLATFORM_LINUX)) && defined(HAVE_DLOPEN)
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if (!checked_setname) {
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void *fn = dlsym(RTLD_DEFAULT, "pthread_setname_np");
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#if defined(SDL_PLATFORM_MACOS) || defined(SDL_PLATFORM_IOS)
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ppthread_setname_np = (int (*)(const char *))fn;
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#elif defined(SDL_PLATFORM_LINUX)
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ppthread_setname_np = (int (*)(pthread_t, const char *))fn;
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#endif
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checked_setname = true;
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}
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#endif
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// Set the thread attributes
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if (pthread_attr_init(&type) != 0) {
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return SDL_SetError("Couldn't initialize pthread attributes");
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}
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pthread_attr_setdetachstate(&type, PTHREAD_CREATE_JOINABLE);
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// Set caller-requested stack size. Otherwise: use the system default.
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if (thread->stacksize) {
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pthread_attr_setstacksize(&type, thread->stacksize);
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}
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// Create the thread and go!
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if (pthread_create(&thread->handle, &type, RunThread, thread) != 0) {
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return SDL_SetError("Not enough resources to create thread");
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}
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return true;
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}
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void SDL_SYS_SetupThread(const char *name)
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{
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int i;
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sigset_t mask;
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if (name) {
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#if (defined(SDL_PLATFORM_MACOS) || defined(SDL_PLATFORM_IOS) || defined(SDL_PLATFORM_LINUX)) && defined(HAVE_DLOPEN)
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SDL_assert(checked_setname);
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if (ppthread_setname_np) {
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#if defined(SDL_PLATFORM_MACOS) || defined(SDL_PLATFORM_IOS)
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ppthread_setname_np(name);
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#elif defined(SDL_PLATFORM_LINUX)
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if (ppthread_setname_np(pthread_self(), name) == ERANGE) {
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char namebuf[16]; // Limited to 16 char
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SDL_strlcpy(namebuf, name, sizeof(namebuf));
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ppthread_setname_np(pthread_self(), namebuf);
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}
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#endif
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}
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#elif defined(HAVE_PTHREAD_SETNAME_NP)
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#ifdef SDL_PLATFORM_NETBSD
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pthread_setname_np(pthread_self(), "%s", name);
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#else
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if (pthread_setname_np(pthread_self(), name) == ERANGE) {
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char namebuf[16]; // Limited to 16 char
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SDL_strlcpy(namebuf, name, sizeof(namebuf));
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pthread_setname_np(pthread_self(), namebuf);
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}
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#endif
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#elif defined(HAVE_PTHREAD_SET_NAME_NP)
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pthread_set_name_np(pthread_self(), name);
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#elif defined(SDL_PLATFORM_HAIKU)
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// The docs say the thread name can't be longer than B_OS_NAME_LENGTH.
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char namebuf[B_OS_NAME_LENGTH];
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SDL_strlcpy(namebuf, name, sizeof(namebuf));
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rename_thread(find_thread(NULL), namebuf);
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#endif
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}
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// Mask asynchronous signals for this thread
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sigemptyset(&mask);
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for (i = 0; sig_list[i]; ++i) {
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sigaddset(&mask, sig_list[i]);
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}
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pthread_sigmask(SIG_BLOCK, &mask, 0);
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#ifdef PTHREAD_CANCEL_ASYNCHRONOUS
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// Allow ourselves to be asynchronously cancelled
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{
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int oldstate;
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pthread_setcanceltype(PTHREAD_CANCEL_ASYNCHRONOUS, &oldstate);
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}
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#endif
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}
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SDL_ThreadID SDL_GetCurrentThreadID(void)
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{
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return (SDL_ThreadID)pthread_self();
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}
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bool SDL_SYS_SetThreadPriority(SDL_ThreadPriority priority)
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{
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#ifdef SDL_PLATFORM_RISCOS
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// FIXME: Setting thread priority does not seem to be supported
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return true;
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#else
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struct sched_param sched;
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int policy;
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int pri_policy;
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pthread_t thread = pthread_self();
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const char *policyhint = SDL_GetHint(SDL_HINT_THREAD_PRIORITY_POLICY);
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const bool timecritical_realtime_hint = SDL_GetHintBoolean(SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL, false);
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if (pthread_getschedparam(thread, &policy, &sched) != 0) {
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return SDL_SetError("pthread_getschedparam() failed");
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}
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/* Higher priority levels may require changing the pthread scheduler policy
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* for the thread. SDL will make such changes by default but there is
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* also a hint allowing that behavior to be overridden. */
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switch (priority) {
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case SDL_THREAD_PRIORITY_LOW:
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case SDL_THREAD_PRIORITY_NORMAL:
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pri_policy = SCHED_OTHER;
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break;
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case SDL_THREAD_PRIORITY_HIGH:
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case SDL_THREAD_PRIORITY_TIME_CRITICAL:
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#if defined(SDL_PLATFORM_MACOS) || defined(SDL_PLATFORM_IOS) || defined(SDL_PLATFORM_TVOS)
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// Apple requires SCHED_RR for high priority threads
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pri_policy = SCHED_RR;
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break;
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#else
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pri_policy = SCHED_OTHER;
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break;
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#endif
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default:
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pri_policy = policy;
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break;
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}
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if (timecritical_realtime_hint && priority == SDL_THREAD_PRIORITY_TIME_CRITICAL) {
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pri_policy = SCHED_RR;
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}
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if (policyhint) {
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if (SDL_strcmp(policyhint, "current") == 0) {
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// Leave current thread scheduler policy unchanged
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} else if (SDL_strcmp(policyhint, "other") == 0) {
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policy = SCHED_OTHER;
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} else if (SDL_strcmp(policyhint, "rr") == 0) {
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policy = SCHED_RR;
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} else if (SDL_strcmp(policyhint, "fifo") == 0) {
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policy = SCHED_FIFO;
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} else {
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policy = pri_policy;
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}
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} else {
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policy = pri_policy;
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}
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#ifdef SDL_PLATFORM_LINUX
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{
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pid_t linuxTid = syscall(SYS_gettid);
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return SDL_SetLinuxThreadPriorityAndPolicy(linuxTid, priority, policy);
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}
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#else
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if (priority == SDL_THREAD_PRIORITY_LOW) {
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sched.sched_priority = sched_get_priority_min(policy);
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} else if (priority == SDL_THREAD_PRIORITY_TIME_CRITICAL) {
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sched.sched_priority = sched_get_priority_max(policy);
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} else {
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int min_priority = sched_get_priority_min(policy);
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int max_priority = sched_get_priority_max(policy);
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#if defined(SDL_PLATFORM_MACOS) || defined(SDL_PLATFORM_IOS) || defined(SDL_PLATFORM_TVOS)
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if (min_priority == 15 && max_priority == 47) {
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// Apple has a specific set of thread priorities
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if (priority == SDL_THREAD_PRIORITY_HIGH) {
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sched.sched_priority = 45;
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} else {
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sched.sched_priority = 37;
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}
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} else
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#endif // SDL_PLATFORM_MACOS || SDL_PLATFORM_IOS || SDL_PLATFORM_TVOS
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{
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sched.sched_priority = (min_priority + (max_priority - min_priority) / 2);
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if (priority == SDL_THREAD_PRIORITY_HIGH) {
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sched.sched_priority += ((max_priority - min_priority) / 4);
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}
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}
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}
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if (pthread_setschedparam(thread, policy, &sched) != 0) {
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return SDL_SetError("pthread_setschedparam() failed");
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}
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return true;
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#endif // linux
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#endif // #if SDL_PLATFORM_RISCOS
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}
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void SDL_SYS_WaitThread(SDL_Thread *thread)
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{
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pthread_join(thread->handle, 0);
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}
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void SDL_SYS_DetachThread(SDL_Thread *thread)
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{
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pthread_detach(thread->handle);
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}
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