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o3de/Code/Legacy/CryCommon/CryThread_windows.h

152 lines
3.4 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <process.h>
#if defined(AZ_RESTRICTED_PLATFORM)
#undef AZ_RESTRICTED_SECTION
#define CRYTHREAD_WINDOWS_H_SECTION_1 1
#define CRYTHREAD_WINDOWS_H_SECTION_2 2
#endif
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
// from winnt.h
struct CRY_CRITICAL_SECTION
{
void* DebugInfo;
long LockCount;
long RecursionCount;
threadID OwningThread;
void* LockSemaphore;
unsigned long* SpinCount; // force size on 64-bit systems when packed
};
//////////////////////////////////////////////////////////////////////////
// kernel mutex - don't use... use CryMutex instead
class CryLock_WinMutex
{
public:
CryLock_WinMutex();
~CryLock_WinMutex();
void Lock();
void Unlock();
bool TryLock();
void* _get_win32_handle() { return m_hdl; }
private:
CryLock_WinMutex(const CryLock_WinMutex&);
CryLock_WinMutex& operator = (const CryLock_WinMutex&);
private:
void* m_hdl;
};
// critical section... don't use... use CryCriticalSection instead
class CryLock_CritSection
{
public:
CryLock_CritSection();
~CryLock_CritSection();
void Lock();
void Unlock();
bool TryLock();
bool IsLocked()
{
return m_cs.RecursionCount > 0 && m_cs.OwningThread == CryGetCurrentThreadId();
}
private:
CryLock_CritSection(const CryLock_CritSection&);
CryLock_CritSection& operator = (const CryLock_CritSection&);
private:
CRY_CRITICAL_SECTION m_cs;
};
template <>
class CryLockT<CRYLOCK_RECURSIVE>
: public CryLock_CritSection
{
};
template <>
class CryLockT<CRYLOCK_FAST>
: public CryLock_CritSection
{
};
class CryMutex
: public CryLock_WinMutex
{
};
#define _CRYTHREAD_CONDLOCK_GLITCH 1
//////////////////////////////////////////////////////////////////////////
class CryConditionVariable
{
public:
typedef CryMutex LockType;
CryConditionVariable();
~CryConditionVariable();
void Wait(LockType& lock);
bool TimedWait(LockType& lock, uint32 millis);
void NotifySingle();
void Notify();
private:
CryConditionVariable(const CryConditionVariable&);
CryConditionVariable& operator = (const CryConditionVariable&);
private:
int m_waitersCount;
CRY_CRITICAL_SECTION m_waitersCountLock;
void* m_sema;
void* m_waitersDone;
size_t m_wasBroadcast;
};
//////////////////////////////////////////////////////////////////////////
// Platform independet wrapper for a counting semaphore
class CrySemaphore
{
public:
CrySemaphore(int nMaximumCount, int nInitialCount = 0);
~CrySemaphore();
void Acquire();
void Release();
private:
void* m_Semaphore;
};
//////////////////////////////////////////////////////////////////////////
// Platform independet wrapper for a counting semaphore
// except that this version uses C-A-S only until a blocking call is needed
// -> No kernel call if there are object in the semaphore
class CryFastSemaphore
{
public:
CryFastSemaphore(int nMaximumCount, int nInitialCount = 0);
~CryFastSemaphore();
void Acquire();
void Release();
private:
CrySemaphore m_Semaphore;
volatile int32 m_nCounter;
};