mirror of https://github.com/bsnes-emu/bsnes.git
138 lines
3.1 KiB
C++
Executable File
138 lines
3.1 KiB
C++
Executable File
#pragma once
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//simple thread library
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//primary rationale is that std::thread does not support custom stack sizes
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//this is highly critical in certain applications such as threaded web servers
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//an added bonus is that it avoids licensing issues on Windows
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//win32-pthreads (needed for std::thread) is licensed under the GPL only
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#include <nall/platform.hpp>
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#include <nall/function.hpp>
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#include <nall/intrinsics.hpp>
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#if defined(API_POSIX)
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#include <pthread.h>
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namespace nall {
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struct thread {
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inline auto join() -> void;
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static inline auto create(const function<void (uintptr)>& callback, uintptr parameter = 0, uint stacksize = 0) -> thread;
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static inline auto detach() -> void;
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static inline auto exit() -> void;
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struct context {
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function<auto (uintptr) -> void> callback;
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uintptr parameter = 0;
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};
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private:
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pthread_t handle;
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};
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inline auto _threadCallback(void* parameter) -> void* {
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auto context = (thread::context*)parameter;
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context->callback(context->parameter);
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delete context;
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return nullptr;
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}
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auto thread::join() -> void {
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pthread_join(handle, nullptr);
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}
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auto thread::create(const function<void (uintptr)>& callback, uintptr parameter, uint stacksize) -> thread {
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thread instance;
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auto context = new thread::context;
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context->callback = callback;
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context->parameter = parameter;
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pthread_attr_t attr;
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pthread_attr_init(&attr);
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if(stacksize) pthread_attr_setstacksize(&attr, max(PTHREAD_STACK_MIN, stacksize));
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pthread_create(&instance.handle, &attr, _threadCallback, (void*)context);
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return instance;
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}
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auto thread::detach() -> void {
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pthread_detach(pthread_self());
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}
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auto thread::exit() -> void {
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pthread_exit(nullptr);
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}
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}
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#elif defined(API_WINDOWS)
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namespace nall {
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struct thread {
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inline ~thread();
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inline auto join() -> void;
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static inline auto create(const function<void (uintptr)>& callback, uintptr parameter = 0, uint stacksize = 0) -> thread;
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static inline auto detach() -> void;
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static inline auto exit() -> void;
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struct context {
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function<auto (uintptr) -> void> callback;
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uintptr parameter = 0;
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};
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private:
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HANDLE handle = 0;
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};
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inline auto WINAPI _threadCallback(void* parameter) -> DWORD {
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auto context = (thread::context*)parameter;
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context->callback(context->parameter);
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delete context;
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return 0;
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}
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thread::~thread() {
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if(handle) {
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CloseHandle(handle);
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handle = 0;
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}
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}
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auto thread::join() -> void {
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if(handle) {
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WaitForSingleObject(handle, INFINITE);
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CloseHandle(handle);
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handle = 0;
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}
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}
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auto thread::create(const function<void (uintptr)>& callback, uintptr parameter, uint stacksize) -> thread {
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thread instance;
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auto context = new thread::context;
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context->callback = callback;
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context->parameter = parameter;
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instance.handle = CreateThread(nullptr, stacksize, _threadCallback, (void*)context, 0, nullptr);
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return instance;
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}
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auto thread::detach() -> void {
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//Windows threads do not use this concept:
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//~thread() frees resources via CloseHandle()
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//thread continues to run even after handle is closed
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}
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auto thread::exit() -> void {
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ExitThread(0);
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}
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}
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#endif
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