/*
===========================================================================
Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).
RTCW MP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
RTCW MP Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with RTCW MP Source Code. If not, see .
In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#import "macosx_glimp.h"
#include "tr_local.h"
#import "macosx_local.h"
#import "macosx_display.h"
#import
#import
#import
#import
#warning Using Mach Ports SMP acceleration implementation
/*
===========================================================
SMP acceleration
===========================================================
*/
#import
#define USE_MACH_PORTS 1
// This is a small cover layer that makes for easier calling
typedef struct _MsgPort {
#if USE_MACH_PORTS
mach_port_t port;
id nsPort;
#else
pthread_mutex_t mutex;
pthread_cond_t condition;
volatile unsigned int status;
unsigned int msgCode;
void *msgData;
#endif
} MsgPort;
static BOOL portsInited = NO;
static pthread_mutex_t logMutex;
static unsigned int renderMsgOutstanding;
static unsigned int rendererProcessingCommand;
static MsgPort rendererMsgPort;
static MsgPort frontEndMsgPort;
enum {
MsgNone,
MsgPending,
};
enum {
MsgCodeInvalid = 0,
RenderCommandMsg = 1,
RenderCompletedMsg = 2,
};
static /*inline*/ void MsgPortInit( MsgPort *port ) {
#if USE_MACH_PORTS
port->nsPort = [[NSMachPort alloc] init];
port->port = [port->nsPort machPort];
//rc = mach_port_allocate(mach_task_self(), MACH_PORT_TYPE_SEND_RECEIVE, &port->port);
//if (rc) {
// fprintf(stderr, "MsgPortInit: mach_port_allocate returned: %d: %s \n",rc, mach_error_string(rc));
// }
#else
int rc;
rc = pthread_mutex_init( &port->mutex, NULL );
if ( rc ) {
ri.Printf( PRINT_ALL, "MsgPortInit: pthread_mutex_init returned: %d: %s\n", rc, strerror( rc ) );
}
rc = pthread_cond_init( &port->condition, NULL );
if ( rc ) {
ri.Printf( PRINT_ALL, "EventInit: pthread_cond_init returned %d: %s\n", rc, strerror( rc ) );
}
port->status = MsgNone;
port->msgCode = MsgCodeInvalid;
port->msgData = NULL;
#endif
}
static /*inline*/ void _SendMsg( MsgPort *port, unsigned int msgCode, void *msgData,
const char *functionName, const char *portName, const char *msgName ) {
int rc;
#if USE_MACH_PORTS
mach_msg_header_t msg;
//printf("SendMsg: %s %s %s (%d %08lx)\n",functionName, portName, msgName, msgCode, msgData);
/*
typedef struct
{
mach_msg_bits_t msgh_bits;
mach_msg_size_t msgh_size;
mach_port_t msgh_remote_port;
mach_port_t msgh_local_port;
mach_msg_size_t msgh_reserved;
mach_msg_id_t msgh_id;
} mach_msg_header_t;
*/
msg.msgh_bits = MACH_MSGH_BITS( MACH_MSG_TYPE_COPY_SEND,MACH_MSG_TYPE_MAKE_SEND_ONCE );
msg.msgh_size = sizeof( msg );
//msg.msg_type=MSG_TYPE_NORMAL;
msg.msgh_local_port = MACH_PORT_NULL;
msg.msgh_remote_port = port->port;
msg.msgh_reserved = 0;
msg.msgh_id = (mach_msg_id_t)msgData; // HACK
rc = mach_msg_send( &msg );
if ( rc ) {
fprintf( stderr,"SendMsg: mach_msg_send returned %d: %s\n", rc, mach_error_string( rc ) );
}
#else
//printf("SendMsg: %s %s %s (%d %08lx)\n",functionName, portName, msgName, msgCode, msgData);
rc = pthread_mutex_lock( &port->mutex );
if ( rc ) {
fprintf( stderr,"SendMsg: pthread_mutex_lock returned %d: %s\n", rc, strerror( rc ) );
}
/* Block until port is empty */
while ( port->status != MsgNone ) {
//fprintf(stderr, "SendMsg: %s blocking until port %s is empty\n", functionName, portName);
rc = pthread_cond_wait( &port->condition, &port->mutex );
if ( rc ) {
fprintf( stderr, "SendMsg: pthread_cond_wait returned %d: %s\n", rc, strerror( rc ) );
}
}
/* Queue msg */
port->msgCode = msgCode;
port->msgData = msgData;
port->status = MsgPending;
/* Unlock port */
rc = pthread_mutex_unlock( &port->mutex );
if ( rc ) {
fprintf( stderr, "SendMsg: pthread_mutex_unlock returned %d: %s\n", rc, strerror( rc ) );
}
/* Wake up any threads blocked waiting for a message */
rc = pthread_cond_broadcast( &port->condition );
if ( rc ) {
fprintf( stderr, "SendMsg: pthread_cond_broadcast returned %d: %s\n", rc, strerror( rc ) );
}
#endif
}
static /*inline*/ void _WaitMsg( MsgPort *port, unsigned int *msgCode, void **msgData,
const char *functionName, const char *portName ) {
int rc;
#if USE_MACH_PORTS
mach_msg_empty_rcv_t msg;
//printf("WaitMsg: %s %s\n",functionName, portName);
msg.header.msgh_bits = MACH_MSGH_BITS( MACH_MSG_TYPE_COPY_SEND,MACH_MSG_TYPE_MAKE_SEND_ONCE );
msg.header.msgh_size = sizeof( msg );
//msg.msg_type=MSG_TYPE_NORMAL;
msg.header.msgh_local_port = port->port;
msg.header.msgh_remote_port = MACH_PORT_NULL;
msg.header.msgh_reserved = 0;
msg.header.msgh_id = (mach_msg_id_t)msgData; // HACK
rc = mach_msg_receive( &msg.header );
if ( rc ) {
fprintf( stderr,"SendMsg: mach_msg_receive returned %d: %s\n", rc, mach_error_string( rc ) );
}
*msgData = (void *)msg.header.msgh_id;
//printf("WaitMsg: %s %s got %08lx\n",functionName, portName, *msgData);
#else
//printf("WaitMsg: %s %s\n",functionName, portName);
rc = pthread_mutex_lock( &port->mutex );
if ( rc ) {
fprintf( stderr, "WaitMsg: pthread_mutex_lock returned %d: %s\n", rc, strerror( rc ) );
}
/* Block until port is empty */
while ( port->status != MsgPending ) {
rc = pthread_cond_wait( &port->condition, &port->mutex );
if ( rc ) {
fprintf( stderr, "WaitMsg: pthread_cond_wait returned %d: %s\n", rc, strerror( rc ) );
}
}
/* Remove msg */
*msgCode = port->msgCode;
*msgData = port->msgData;
//printf("WaitMsg: %s %s got %d %08lx\n",functionName, portName, *msgCode, *msgData);
port->status = MsgNone;
port->msgCode = 0;
port->msgData = NULL;
rc = pthread_mutex_unlock( &port->mutex );
if ( rc ) {
fprintf( stderr, "WaitMsg: pthread_mutex_unlock returned %d: %s\n", rc, strerror( rc ) );
}
/* Wake up any threads blocked waiting for port to be empty. */
rc = pthread_cond_broadcast( &port->condition );
if ( rc ) {
fprintf( stderr, "SendMsg: pthread_cond_broadcast returned %d: %s\n", rc, strerror( rc ) );
}
#endif
}
#define SendMsg( p, c, d ) _SendMsg( p, c, d, __PRETTY_FUNCTION__, # p, # c )
#define WaitMsg( p, c, d ) _WaitMsg( p, c, d, __PRETTY_FUNCTION__, # p )
#if 0
static void _Log( const char *msg ) {
int rc;
rc = pthread_mutex_lock( &logMutex );
if ( rc ) {
ri.Printf( PRINT_ALL, "_Log: pthread_mutex_lock returned %d: %s\n", rc, strerror( rc ) );
}
fputs( msg,stderr );
fflush( stderr );
rc = pthread_mutex_unlock( &logMutex );
if ( rc ) {
ri.Printf( PRINT_ALL, "_Log: pthread_mutex_unlock returned %d: %s\n", rc, strerror( rc ) );
}
}
#endif
//
// The main Q3 SMP API
//
static void ( *glimpRenderThread )( void ) = NULL;
static void *GLimp_RenderThreadWrapper( void *arg ) {
Com_Printf( "Render thread starting\n" );
glimpRenderThread();
#ifndef USE_CGLMACROS
// Unbind the context before we die
OSX_GLContextClearCurrent();
#endif
// Send one last message back to front end before we die...
// This is somewhat of a hack.. fixme.
if ( rendererProcessingCommand ) {
SendMsg( &frontEndMsgPort, RenderCompletedMsg, NULL );
rendererProcessingCommand = NO;
}
Com_Printf( "Render thread terminating\n" );
return arg;
}
qboolean GLimp_SpawnRenderThread( void ( *function )( void ) ) {
pthread_t renderThread;
int rc;
if ( !portsInited ) {
portsInited = YES;
MsgPortInit( &rendererMsgPort );
MsgPortInit( &frontEndMsgPort );
renderMsgOutstanding = NO;
rendererProcessingCommand = NO;
pthread_mutex_init( &logMutex, NULL );
}
glimpRenderThread = function;
rc = pthread_create( &renderThread,
NULL, // attributes
GLimp_RenderThreadWrapper,
NULL ); // argument
if ( rc ) {
ri.Printf( PRINT_ALL, "pthread_create returned %d: %s", rc, strerror( rc ) );
return qfalse;
} else {
rc = pthread_detach( renderThread );
if ( rc ) {
ri.Printf( PRINT_ALL, "pthread_detach returned %d: %s", rc, strerror( rc ) );
}
}
return qtrue;
}
static volatile void *smpData;
// TJW - This is calling in the rendering thread to wait until another
// command buffer is ready. The command buffer returned might be NULL,
// indicating that the rendering thread should exit.
void *GLimp_RendererSleep( void ) {
//_Log(__PRETTY_FUNCTION__ " entered");
unsigned int msgCode;
void *msgData;
GLSTAMP( "GLimp_RendererSleep start", 0 );
#ifndef USE_CGLMACROS
// Clear the current context while we sleep so the main thread can access it
OSX_GLContextClearCurrent();
#endif
// Let the main thread we are idle and that no work is queued
//_Log("rs0\n");
/* If we actually had some work to do, then tell the front end we completed it. */
if ( rendererProcessingCommand ) {
SendMsg( &frontEndMsgPort, RenderCompletedMsg, NULL );
rendererProcessingCommand = NO;
}
// Wait for new msg
for (;; ) {
WaitMsg( &rendererMsgPort, &msgCode, &msgData );
if ( 1 || msgCode == RenderCommandMsg ) {
smpData = msgData;
break;
} else {
printf( "renderer received unknown message: %d\n",msgCode );
}
}
#ifndef USE_CGLMACROS
// We are going to render a frame... retake the context
OSX_GLContextSetCurrent();
#endif
rendererProcessingCommand = YES;
GLSTAMP( "GLimp_RendererSleep end", 0 );
return (void *)smpData;
}
// TJW - This is from the main thread to wait until the rendering thread
// has completed the command buffer that it has
void GLimp_FrontEndSleep( void ) {
unsigned int msgCode;
void *msgData;
GLSTAMP( "GLimp_FrontEndSleep start", 1 );
if ( renderMsgOutstanding ) {
for (;; ) {
WaitMsg( &frontEndMsgPort, &msgCode, &msgData );
if ( 1 || msgCode == RenderCompletedMsg ) {
break;
} else {
printf( "front end received unknown message: %d\n",msgCode );
}
}
renderMsgOutstanding = NO;
}
#ifndef USE_CGLMACROS
// We are done waiting for the background thread, take the current context back.
OSX_GLContextSetCurrent();
#endif
GLSTAMP( "GLimp_FrontEndSleep end", 1 );
}
// TJW - This is called in the main thread to issue another command
// buffer to the rendering thread. This is always called AFTER
// GLimp_FrontEndSleep, so we know that there is no command
// pending in 'smpData'.
void GLimp_WakeRenderer( void *data ) {
GLSTAMP( "GLimp_WakeRenderer start", 1 );
#ifndef USE_CGLMACROS
// We want the background thread to draw stuff. Give up the current context
OSX_GLContextClearCurrent();
#endif
SendMsg( &rendererMsgPort, RenderCommandMsg, data );
// Don't set flag saying that the renderer is processing something if it's just
// being told to exit.
//if(data != NULL)
renderMsgOutstanding = YES;
GLSTAMP( "GLimp_WakeRenderer end", 1 );
}