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ImGui drawing code now takes place in the main thread, a snapshot of the render data is created in CMaterialSystem::SwapBuffers(), and is being rendered in the render thread right before SpinPresent(). The reason why this was necessary, is because ConVar::GetString() isn't thread safe if its not marked FCVAR_MATERIAL_SYSTEM_THREAD or FCVAR_ACCESSIBLE_FROM_THREADS, and we used it for the console suggestions window, which iterates over every ConVar, accessible from threads or not.
105 lines
2.5 KiB
C++
105 lines
2.5 KiB
C++
//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: Thread tools
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//
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// $Workfile: $
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// $NoKeywords: $
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//===========================================================================//
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#include "tier0/threadtools.h"
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#define INIT_SEM_COUNT 0
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#define MAX_SEM_COUNT 1
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int CThreadFastMutex::Lock(void)
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{
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const DWORD threadId = GetCurrentThreadId();
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LONG result = ThreadInterlockedCompareExchange((volatile LONG*)&m_lAddend, 0, 1);
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if (result)
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{
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if (m_nOwnerID == threadId)
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{
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return ++m_nDepth;
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}
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LONG cycle = 1;
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while (true)
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{
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LONG64 delay = (10 * cycle);
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if (delay)
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{
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do
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{
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ThreadPause();
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--delay;
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} while (delay);
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}
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result = ThreadInterlockedCompareExchange((volatile LONG*)&m_lAddend, 0, 1);
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if (!result)
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break;
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if (++cycle > 5)
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{
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if (_InterlockedIncrement((volatile LONG*)&m_lAddend) != 1)
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{
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if (!m_hSemaphore)
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{
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HANDLE hSemaphore = CreateSemaphoreA(
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NULL, INIT_SEM_COUNT, MAX_SEM_COUNT, NULL);
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if (ThreadInterlockedCompareExchange64(
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(volatile LONG64*)&m_hSemaphore, NULL, (LONG64)hSemaphore))
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CloseHandle(hSemaphore);
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}
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WaitForSingleObject(m_hSemaphore, INFINITE);
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}
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m_nOwnerID = threadId;
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m_nDepth = 1;
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return m_nDepth;
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}
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}
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}
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m_nDepth = 1;
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m_nOwnerID = threadId;
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return result;
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}
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int CThreadFastMutex::Unlock()
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{
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LONG result = m_nDepth - 1;
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m_nDepth = result;
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if (!result)
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{
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m_nOwnerID = 0;
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result = _InterlockedExchangeAdd((volatile LONG*)&m_lAddend, 0xFFFFFFFF);
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if (result != 1)
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{
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if (!m_hSemaphore)
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{
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const HANDLE SemaphoreA = CreateSemaphoreA(NULL, INIT_SEM_COUNT, MAX_SEM_COUNT, NULL);
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if (ThreadInterlockedAssignIf64((volatile LONG64*)&m_hSemaphore, NULL, (LONG64)SemaphoreA))
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CloseHandle(SemaphoreA);
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}
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return ReleaseSemaphore(m_hSemaphore, 1, NULL);
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}
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}
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return result;
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}
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// NOTE: originally the game exported 'ThreadInMainThread()' and ThreadInServerFrameThread(),
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// but since the game is built static, and all instances of said functions are inline, we had
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// to export the variable symbols instead and get them here to reimplement said functions.
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ThreadId_t* g_ThreadMainThreadID = CModule::GetExportedSymbol(CModule::GetProcessEnvironmentBlock()->ImageBaseAddress, "g_ThreadMainThreadID").RCast<ThreadId_t*>();
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ThreadId_t* g_ThreadServerFrameThreadID = CModule::GetExportedSymbol(CModule::GetProcessEnvironmentBlock()->ImageBaseAddress, "g_ThreadServerFrameThreadID").RCast<ThreadId_t*>();
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