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authorStanislaw Halik <sthalik@misaki.pl>2023-11-07 16:29:54 +0100
committerStanislaw Halik <sthalik@misaki.pl>2023-11-07 16:29:54 +0100
commitab6683fdb2805f0f041bda7eccde49be661c5bfa (patch)
tree753c339ce12c01a5d0811a1da5749288b28c8a2f /ovr_sdk_win_23.0.0/LibOVRKernel/Src/Kernel/OVR_Threads.h
parente660703009de3f5229d30214867595c2c687b74d (diff)
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+/************************************************************************************
+
+PublicHeader: None
+Filename : OVR_Threads.h
+Content : Contains thread-related (safe) functionality
+Created : September 19, 2012
+Notes :
+
+Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
+
+Licensed under the Oculus Master SDK License Version 1.0 (the "License");
+you may not use the Oculus VR Rift SDK except in compliance with the License,
+which is provided at the time of installation or download, or which
+otherwise accompanies this software in either electronic or hard copy form.
+
+You may obtain a copy of the License at
+
+https://developer.oculus.com/licenses/oculusmastersdk-1.0
+
+Unless required by applicable law or agreed to in writing, the Oculus VR SDK
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+#ifndef OVR_Threads_h
+#define OVR_Threads_h
+
+#include "OVR_Array.h"
+#include "OVR_Atomic.h"
+#include "OVR_RefCount.h"
+#include "OVR_Types.h"
+
+#include <condition_variable>
+#include <memory>
+#include <mutex>
+
+#if !defined(_WIN32)
+#include <unistd.h>
+#endif
+
+// Defines the infinite wait delay timeout
+#define OVR_WAIT_INFINITE 0xFFFFFFFF
+
+// To be defined in the project configuration options
+#ifdef OVR_ENABLE_THREADS
+
+namespace OVR {
+
+//-----------------------------------------------------------------------------------
+// ****** Declared classes
+
+// Declared with thread support only
+class Mutex;
+class Event;
+// Implementation forward declarations
+class MutexImpl;
+
+//-----------------------------------------------------------------------------------
+// ***** Mutex
+
+// Mutex class represents a system Mutex synchronization object that provides access
+// serialization between different threads, allowing one thread mutually exclusive access
+// to a resource. Mutex is more heavy-weight then Lock, but supports WaitCondition.
+
+class Mutex {
+ friend class MutexImpl;
+
+ std::unique_ptr<MutexImpl> pImpl;
+
+ public:
+ // Constructor/destructor
+ Mutex(bool recursive = 1);
+ ~Mutex();
+
+ // Locking functions
+ void DoLock();
+ bool TryLock();
+ void Unlock();
+
+ // Returns 1 if the mutes is currently locked by another thread
+ // Returns 0 if the mutex is not locked by another thread, and can therefore be acquired.
+ bool IsLockedByAnotherThread();
+
+ // Locker class; Used for automatic locking of a mutex withing scope
+ class Locker {
+ public:
+ Mutex* pMutex;
+ Locker(Mutex* pmutex) : pMutex(pmutex) {
+ pMutex->DoLock();
+ }
+ Locker(const std::unique_ptr<Mutex>& pmutex) : Locker(pmutex.get()) {}
+ ~Locker() {
+ pMutex->Unlock();
+ }
+ };
+};
+
+//-----------------------------------------------------------------------------------
+// ***** Event
+
+// Event is a wait-able synchronization object similar to Windows event.
+// Event can be waited on until it's signaled by another thread calling
+// either SetEvent or PulseEvent.
+
+class Event {
+ // Event state, its mutex and the wait condition
+ volatile bool State;
+ volatile bool Temporary;
+ mutable std::mutex StateMutex;
+ std::condition_variable StateWaitCondition;
+
+ void updateState(bool newState, bool newTemp, bool mustNotify);
+
+ public:
+ Event(bool setInitially = 0) : State(setInitially), Temporary(false) {}
+ ~Event() {}
+
+ // Wait on an event condition until it is set
+ // Delay is specified in milliseconds (1/1000 of a second).
+ bool Wait(unsigned delay = OVR_WAIT_INFINITE);
+
+ // Set an event, releasing objects waiting on it
+ void SetEvent() {
+ updateState(true, false, true);
+ }
+
+ // Reset an event, un-signaling it
+ void ResetEvent() {
+ updateState(false, false, false);
+ }
+
+ // Set and then reset an event once a waiter is released.
+ // If threads are already waiting, they will be notified and released
+ // If threads are not waiting, the event is set until the first thread comes in
+ void PulseEvent() {
+ updateState(true, true, true);
+ }
+};
+
+//-----------------------------------------------------------------------------------
+// ***** Thread class
+
+// ThreadHandle is a handle to a thread, which on some platforms (e.g. Windows) is
+// different from ThreadId. On Unix platforms, a ThreadHandle is the same as a
+// ThreadId and is pthread_t.
+typedef void* ThreadHandle;
+
+// ThreadId uniquely identifies a thread; returned by Windows GetCurrentThreadId(),
+// Unix pthread_self() and Thread::GetThreadId.
+typedef void* ThreadId;
+
+// *** Thread flags
+
+// Indicates that the thread is has been started, i.e. Start method has been called, and threads
+// OnExit() method has not yet been called/returned.
+#define OVR_THREAD_STARTED 0x01
+// This flag is set once the thread has ran, and finished.
+#define OVR_THREAD_FINISHED 0x02
+// This flag is set temporarily if this thread was started suspended. It is used internally.
+#define OVR_THREAD_START_SUSPENDED 0x08
+// This flag is used to ask a thread to exit. Message driven threads will usually check this flag
+// and finish once it is set.
+#define OVR_THREAD_EXIT 0x10
+
+namespace Thread {
+// *** Sleep
+
+// Sleep msecs milliseconds
+bool MSleep(unsigned msecs);
+
+// *** Debugging functionality
+void SetCurrentThreadName(const char* name);
+void GetCurrentThreadName(char* name, size_t nameCapacity);
+}; // namespace Thread
+
+// Returns the unique Id of a thread it is called on, intended for
+// comparison purposes.
+ThreadId GetCurrentThreadId();
+
+// Returns the unique Id of the current running process.
+#if !defined(OVR_OS_MS)
+#define GetCurrentProcessId getpid
+#endif
+
+//-----------------------------------------------------------------------------------
+// ***** OVR_THREAD_LOCAL
+//
+// Example usage:
+// #if defined(OVR_THREAD_LOCAL)
+// OVR_THREAD_LOCAL int n = 0; // OK
+// extern OVR_THREAD_LOCAL struct Data s; // OK
+// static OVR_THREAD_LOCAL char* p; // OK
+// OVR_THREAD_LOCAL int i = sizeof(i); // OK.
+// OVR_THREAD_LOCAL std::string s("hello"); // Can't be used for initialized
+// objects.
+// OVR_THREAD_LOCAL int Function(); // Can't be used as return value.
+// void Function(){ OVR_THREAD_LOCAL int i = 0; } // Can't be used in function.
+// void Function(OVR_THREAD_LOCAL int i){ } // can't be used as argument.
+// extern int i; OVR_THREAD_LOCAL int i; // Declarations differ.
+// int OVR_THREAD_LOCAL i; // Can't be used as a type modifier.
+// OVR_THREAD_LOCAL int i = i; // Can't reference self before
+// initialization.
+// #endif
+
+#if !defined(_MSC_VER) || \
+ (_MSC_VER >= 1900) // VC++ doesn't support C++11 thread_local storage until VS2015.
+#define OVR_THREAD_LOCAL thread_local
+#else
+#define OVR_THREAD_LOCAL __declspec(thread)
+#endif
+
+} // namespace OVR
+
+#endif // OVR_ENABLE_THREADS
+#endif // OVR_Threads_h