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Made possible by EIREXE, xsellier and the SDL team. This commit includes statically linked SDL3 for Windows, Linux and macOS. The vendored copy of SDL3 was setup to only build the required subsystems for gamepad/joystick support, with some patches to be able to make it as minimal as possible and reduce the impact on binary size and code size. Co-authored-by: Álex Román Núñez <eirexe123@gmail.com> Co-authored-by: Xavier Sellier <xsellier@gmail.com> Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
161 lines
3.9 KiB
C
161 lines
3.9 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2025 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 <errno.h>
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#include <pthread.h>
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#include <semaphore.h>
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#include <sys/time.h>
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#include <time.h>
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// Wrapper around POSIX 1003.1b semaphores
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#if defined(SDL_PLATFORM_MACOS) || defined(SDL_PLATFORM_IOS)
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// macOS doesn't support sem_getvalue() as of version 10.4
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#include "../generic/SDL_syssem.c"
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#else
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struct SDL_Semaphore
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{
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sem_t sem;
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};
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// Create a semaphore, initialized with value
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SDL_Semaphore *SDL_CreateSemaphore(Uint32 initial_value)
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{
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SDL_Semaphore *sem = (SDL_Semaphore *)SDL_malloc(sizeof(SDL_Semaphore));
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if (sem) {
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if (sem_init(&sem->sem, 0, initial_value) < 0) {
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SDL_SetError("sem_init() failed");
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SDL_free(sem);
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sem = NULL;
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}
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}
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return sem;
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}
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void SDL_DestroySemaphore(SDL_Semaphore *sem)
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{
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if (sem) {
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sem_destroy(&sem->sem);
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SDL_free(sem);
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}
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}
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bool SDL_WaitSemaphoreTimeoutNS(SDL_Semaphore *sem, Sint64 timeoutNS)
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{
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#ifdef HAVE_SEM_TIMEDWAIT
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#ifndef HAVE_CLOCK_GETTIME
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struct timeval now;
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#endif
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struct timespec ts_timeout;
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#else
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Uint64 stop_time;
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#endif
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if (!sem) {
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return true;
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}
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// Try the easy cases first
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if (timeoutNS == 0) {
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return (sem_trywait(&sem->sem) == 0);
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}
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if (timeoutNS < 0) {
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int rc;
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do {
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rc = sem_wait(&sem->sem);
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} while (rc < 0 && errno == EINTR);
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return (rc == 0);
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}
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#ifdef HAVE_SEM_TIMEDWAIT
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/* Setup the timeout. sem_timedwait doesn't wait for
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* a lapse of time, but until we reach a certain time.
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* This time is now plus the timeout.
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*/
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#ifdef HAVE_CLOCK_GETTIME
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clock_gettime(CLOCK_REALTIME, &ts_timeout);
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// Add our timeout to current time
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ts_timeout.tv_sec += (timeoutNS / SDL_NS_PER_SECOND);
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ts_timeout.tv_nsec += (timeoutNS % SDL_NS_PER_SECOND);
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#else
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gettimeofday(&now, NULL);
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// Add our timeout to current time
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ts_timeout.tv_sec = now.tv_sec + (timeoutNS / SDL_NS_PER_SECOND);
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ts_timeout.tv_nsec = SDL_US_TO_NS(now.tv_usec) + (timeoutNS % SDL_NS_PER_SECOND);
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#endif
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// Wrap the second if needed
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while (ts_timeout.tv_nsec >= 1000000000) {
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ts_timeout.tv_sec += 1;
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ts_timeout.tv_nsec -= 1000000000;
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}
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// Wait.
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int rc;
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do {
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rc = sem_timedwait(&sem->sem, &ts_timeout);
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} while (rc < 0 && errno == EINTR);
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return (rc == 0);
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#else
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stop_time = SDL_GetTicksNS() + timeoutNS;
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while (sem_trywait(&sem->sem) != 0) {
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if (SDL_GetTicksNS() >= stop_time) {
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return false;
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}
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SDL_DelayNS(100);
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}
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return true;
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#endif // HAVE_SEM_TIMEDWAIT
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}
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Uint32 SDL_GetSemaphoreValue(SDL_Semaphore *sem)
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{
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int ret = 0;
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if (!sem) {
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return 0;
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}
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sem_getvalue(&sem->sem, &ret);
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if (ret < 0) {
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ret = 0;
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}
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return (Uint32)ret;
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}
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void SDL_SignalSemaphore(SDL_Semaphore *sem)
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{
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if (!sem) {
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return;
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}
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sem_post(&sem->sem);
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}
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#endif // SDL_PLATFORM_MACOS
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