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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>
92 lines
2.9 KiB
C++
92 lines
2.9 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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#ifndef SDL_thread_c_h_
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#define SDL_thread_c_h_
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// Need the definitions of SYS_ThreadHandle
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#ifdef SDL_THREADS_DISABLED
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#include "generic/SDL_systhread_c.h"
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#elif defined(SDL_THREAD_PTHREAD)
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#include "pthread/SDL_systhread_c.h"
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#elif defined(SDL_THREAD_WINDOWS)
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#include "windows/SDL_systhread_c.h"
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#elif defined(SDL_THREAD_PS2)
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#include "ps2/SDL_systhread_c.h"
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#elif defined(SDL_THREAD_PSP)
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#include "psp/SDL_systhread_c.h"
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#elif defined(SDL_THREAD_VITA)
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#include "vita/SDL_systhread_c.h"
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#elif defined(SDL_THREAD_N3DS)
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#include "n3ds/SDL_systhread_c.h"
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#else
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#error Need thread implementation for this platform
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#include "generic/SDL_systhread_c.h"
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#endif
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#include "../SDL_error_c.h"
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// This is the system-independent thread info structure
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struct SDL_Thread
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{
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SDL_ThreadID threadid;
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SYS_ThreadHandle handle;
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int status;
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SDL_AtomicInt state; /* SDL_ThreadState */
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SDL_error errbuf;
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char *name;
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size_t stacksize; // 0 for default, >0 for user-specified stack size.
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int(SDLCALL *userfunc)(void *);
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void *userdata;
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void *data;
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SDL_FunctionPointer endfunc; // only used on some platforms.
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};
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// This is the function called to run a thread
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extern void SDL_RunThread(SDL_Thread *thread);
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// This is the system-independent thread local storage structure
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typedef struct
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{
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int limit;
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struct
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{
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void *data;
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void(SDLCALL *destructor)(void *);
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} array[1];
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} SDL_TLSData;
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// This is how many TLS entries we allocate at once
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#define TLS_ALLOC_CHUNKSIZE 4
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extern void SDL_InitTLSData(void);
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extern void SDL_QuitTLSData(void);
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/* Generic TLS support.
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This is only intended as a fallback if getting real thread-local
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storage fails or isn't supported on this platform.
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*/
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extern void SDL_Generic_InitTLSData(void);
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extern SDL_TLSData *SDL_Generic_GetTLSData(void);
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extern bool SDL_Generic_SetTLSData(SDL_TLSData *data);
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extern void SDL_Generic_QuitTLSData(void);
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#endif // SDL_thread_c_h_
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