/////////////////////////////////////////////////////////////////////////////// // Copyright (c) Electronic Arts Inc. All rights reserved. /////////////////////////////////////////////////////////////////////////////// #ifndef TESTTHREAD_H #define TESTTHREAD_H extern unsigned int gTestLengthSeconds; extern bool IsSuperUser(); // The maximum number of threads spawned during EAThread unit tests. #ifndef EATHREAD_MAX_CONCURRENT_THREAD_COUNT #if defined(EA_PLATFORM_DESKTOP) #define EATHREAD_MAX_CONCURRENT_THREAD_COUNT 16 #elif defined(EA_PLATFORM_MOBILE) #define EATHREAD_MAX_CONCURRENT_THREAD_COUNT 4 #elif defined(EA_PLATFORM_NX) #define EATHREAD_MAX_CONCURRENT_THREAD_COUNT 2 // -1 core so we don't kick off the main thread #else #define EATHREAD_MAX_CONCURRENT_THREAD_COUNT 8 #endif #endif int TestThreadSync(); int TestThreadAtomic(); int TestThreadCallstack(); int TestThreadStorage(); int TestThreadSpinLock(); int TestThreadRWSpinLock(); int TestThreadFutex(); int TestThreadMutex(); int TestThreadRWMutex(); int TestThreadSemaphore(); int TestThreadRWSemaLock(); int TestThreadCondition(); int TestThreadBarrier(); int TestThreadThread(); int TestThreadThreadPool(); int TestThreadSmartPtr(); int TestThreadMisc(); int TestEnumerateThreads(); int TestCpuAvailableAffinityMask(); #endif // Header include guard