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materialsystem: threaded optimizations, fix mat_queue_mode on some android devices
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3458c36d5a
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a15db00bc0
@ -1029,7 +1029,7 @@ bool CMaterialSystem::AllowThreading( bool bAllow, int nServiceThread )
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bool bOldAllow = m_bAllowQueuedRendering;
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if ( GetCPUInformation()->m_nPhysicalProcessors >= 2 )
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if ( GetCPUInformation()->m_nLogicalProcessors >= 2 )
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{
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m_bAllowQueuedRendering = bAllow;
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bool bQueued = m_IdealThreadMode != MATERIAL_SINGLE_THREADED;
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@ -1806,11 +1806,7 @@ static ConVar mat_normalmaps( "mat_normalmaps", "0", FCVAR_CHEAT );
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static ConVar mat_measurefillrate( "mat_measurefillrate", "0", FCVAR_CHEAT );
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static ConVar mat_fillrate( "mat_fillrate", "0", FCVAR_CHEAT );
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static ConVar mat_reversedepth( "mat_reversedepth", "0", FCVAR_CHEAT );
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#ifdef DX_TO_GL_ABSTRACTION
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static ConVar mat_bufferprimitives( "mat_bufferprimitives", "0" ); // I'm not seeing any benefit speed wise for buffered primitives on GLM/POSIX (checked via TF2 timedemo) - default to zero
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#else
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static ConVar mat_bufferprimitives( "mat_bufferprimitives", "1" );
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#endif
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static ConVar mat_drawflat( "mat_drawflat","0", FCVAR_CHEAT );
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static ConVar mat_softwarelighting( "mat_softwarelighting", "0", FCVAR_ALLOWED_IN_COMPETITIVE );
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static ConVar mat_proxy( "mat_proxy", "0", FCVAR_CHEAT, "", MatProxyCallback );
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@ -2780,8 +2776,8 @@ IMaterial* CMaterialSystem::FindMaterialEx( char const* pMaterialName, const cha
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{
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// We need lower-case symbols for this to work
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int nLen = Q_strlen( pMaterialName ) + 1;
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char *pFixedNameTemp = (char*)malloc( nLen );
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char *pTemp = (char*)malloc( nLen );
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char *pFixedNameTemp = (char*)stackalloc( nLen );
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char *pTemp = (char*)stackalloc( nLen );
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Q_strncpy( pFixedNameTemp, pMaterialName, nLen );
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Q_strlower( pFixedNameTemp );
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#ifdef POSIX
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@ -2883,9 +2879,6 @@ IMaterial* CMaterialSystem::FindMaterialEx( char const* pMaterialName, const cha
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}
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}
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free(pTemp);
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free(pFixedNameTemp);
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return g_pErrorMaterial->GetRealTimeVersion();
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}
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@ -3103,20 +3096,12 @@ void CMaterialSystem::ResetTempHWMemory( bool bExitingLevel )
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//-----------------------------------------------------------------------------
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void CMaterialSystem::CacheUsedMaterials( )
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{
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printf("Cache materials\n");
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g_pShaderAPI->EvictManagedResources();
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size_t count = 0;
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for (MaterialHandle_t i = FirstMaterial(); i != InvalidMaterial(); i = NextMaterial(i) )
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{
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// Some (mac) drivers (amd) seem to keep extra resources around on uploads until the next frame swap. This
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// injects pointless synthetic swaps (between already-static load frames)
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if ( mat_texture_reload_frame_swap_workaround.GetBool() )
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{
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if ( count++ % 20 == 0 )
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{
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Flush(true);
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SwapBuffers(); // Not the right thing to call
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}
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}
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IMaterialInternal* pMat = GetMaterialInternal(i);
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Assert( pMat->GetReferenceCount() >= 0 );
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if( pMat->GetReferenceCount() > 0 )
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@ -3703,9 +3688,13 @@ void CMaterialSystem::EndFrame( void )
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ThreadAcquire( true );
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}
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IThreadPool* pThreadPool = CreateMatQueueThreadPool();
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if ( m_pActiveAsyncJob && !m_pActiveAsyncJob->IsFinished() )
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{
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m_pActiveAsyncJob->WaitForFinish();
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m_pActiveAsyncJob->WaitForFinish(TT_INFINITE, pThreadPool);
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// Sync with GPU if we had a job for it, even if it finished early on CPU!
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if ( !IsPC() && g_config.ForceHWSync() )
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{
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g_pShaderAPI->ForceHardwareSync();
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@ -3730,7 +3719,6 @@ void CMaterialSystem::EndFrame( void )
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}
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}
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IThreadPool *pThreadPool = CreateMatQueueThreadPool();
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pThreadPool->AddJob( m_pActiveAsyncJob );
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break;
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}
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@ -4664,20 +4652,9 @@ void CMaterialSystem::BeginRenderTargetAllocation( void )
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void CMaterialSystem::EndRenderTargetAllocation( void )
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{
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// Any GPU newer than 2005 doesn't need to do this, and it eats up ~40% of our level load time!
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const bool cbRequiresRenderTargetAllocationFirst = mat_requires_rt_alloc_first.GetBool();
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g_pShaderAPI->FlushBufferedPrimitives();
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m_bAllocatingRenderTargets = false;
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if ( IsPC() && cbRequiresRenderTargetAllocationFirst && g_pShaderAPI->CanDownloadTextures() )
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{
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// Simulate an Alt-Tab...will cause RTs to be allocated first
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g_pShaderDevice->ReleaseResources();
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g_pShaderDevice->ReacquireResources();
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}
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TextureManager()->CacheExternalStandardRenderTargets();
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}
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@ -455,14 +455,11 @@ public:
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}
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else
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{
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ALIGN16 uint16 tempIndices[16];
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static ALIGN16 uint16 tempIndices[256];
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// original method
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int i = 0;
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if ( (size_t)desc.m_pIndices % 4 == 2 )
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{
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desc.m_pIndices[i] = pIndexData[i] + desc.m_nFirstVertex;
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i++;
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}
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while ( i < nIndices )
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{
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int nToCopy = min( (int)ARRAYSIZE(tempIndices), nIndices - i );
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@ -2458,15 +2458,8 @@ bool CTexture::AsyncReadTextureFromFile( IVTFTexture* pVTFTexture, unsigned int
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return false;
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}
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if ( V_strstr( GetName(), "c_sniperrifle_scope" ) )
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{
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int i = 0;
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i = 3;
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}
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tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - %s", __FUNCTION__, tmDynamicString( TELEMETRY_LEVEL0, pCacheFileName ) );
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// OSX hackery
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int nPreserveFlags = nAdditionalCreationFlags;
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if ( m_nFlags & TEXTUREFLAGS_SRGB )
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@ -4189,12 +4182,6 @@ bool SLoadTextureBitsFromFile( IVTFTexture **ppOutVtfTexture, FileHandle_t hFile
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// NOTE! NOTE! NOTE! or by the streaming texture code!
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Assert( ppOutVtfTexture != NULL && *ppOutVtfTexture != NULL );
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if ( V_strstr( pName, "c_rocketlauncher/c_rocketlauncher" ) )
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{
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int i = 0;
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i = 3;
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}
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CUtlBuffer buf;
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{
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@ -52,6 +52,12 @@
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#pragma once
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#pragma warning(push)
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#pragma warning(disable:4251)
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extern "C"
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{
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void __declspec(dllimport) __stdcall Sleep( unsigned long );
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}
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#endif
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#ifdef COMPILER_MSVC64
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@ -194,8 +200,6 @@ PLATFORM_INTERFACE bool ReleaseThreadHandle( ThreadHandle_t );
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//-----------------------------------------------------------------------------
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PLATFORM_INTERFACE void ThreadSleep(unsigned duration = 0);
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PLATFORM_INTERFACE void ThreadNanoSleep(unsigned ns);
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PLATFORM_INTERFACE ThreadId_t ThreadGetCurrentId();
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PLATFORM_INTERFACE ThreadHandle_t ThreadGetCurrentHandle();
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PLATFORM_INTERFACE int ThreadGetPriority( ThreadHandle_t hThread = NULL );
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@ -229,10 +233,10 @@ inline void ThreadPause()
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{
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#if defined( COMPILER_PS3 )
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__db16cyc();
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#elif defined(__arm__) || defined(__aarch64__)
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sched_yield();
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#elif defined( COMPILER_GCC )
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#elif defined( COMPILER_GCC ) && (defined( __i386__ ) || defined( __x86_64__ ))
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__asm __volatile( "pause" );
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#elif defined( POSIX )
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sched_yield();
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#elif defined ( COMPILER_MSVC64 )
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_mm_pause();
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#elif defined( COMPILER_MSVC32 )
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@ -247,6 +251,36 @@ inline void ThreadPause()
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#endif
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}
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inline void ThreadSleep(unsigned nMilliseconds = 0)
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{
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if( nMilliseconds == 0 )
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{
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ThreadPause();
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return;
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}
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#ifdef _WIN32
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#ifdef _WIN32_PC
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static bool bInitialized = false;
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if ( !bInitialized )
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{
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bInitialized = true;
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// Set the timer resolution to 1 ms (default is 10.0, 15.6, 2.5, 1.0 or
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// some other value depending on hardware and software) so that we can
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// use Sleep( 1 ) to avoid wasting CPU time without missing our frame
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// rate.
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timeBeginPeriod( 1 );
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}
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#endif
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Sleep( nMilliseconds );
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#elif PS3
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sys_timer_usleep( nMilliseconds * 1000 );
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#elif defined(POSIX)
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usleep( nMilliseconds * 1000 );
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#endif
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}
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PLATFORM_INTERFACE bool ThreadJoin( ThreadHandle_t, unsigned timeout = TT_INFINITE );
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PLATFORM_INTERFACE void ThreadSetDebugName( ThreadHandle_t hThread, const char *pszName );
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@ -11,21 +11,15 @@ namespace memutils
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template<typename T>
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inline void copy( T *dest, const T *src, size_t n )
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{
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do
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{
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--n;
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*(dest+n) = *(src+n);
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} while( n );
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for(; n; n--)
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*(dest++) = *(src++);
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}
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template<typename T>
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inline void set( T *dest, T value, size_t n )
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inline void set( T *dest, const T& value, size_t n )
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{
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do
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{
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--n;
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*(dest+n) = value;
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} while( n );
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for(; n; n--)
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*(dest++) = value;
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}
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}
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@ -492,8 +492,8 @@ public:
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//-----------------------------------------------------
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// Thread event support (safe for NULL this to simplify code )
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//-----------------------------------------------------
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bool WaitForFinish( uint32 dwTimeout = TT_INFINITE ) { if (!this) return true; return ( !IsFinished() ) ? g_pThreadPool->YieldWait( this, dwTimeout ) : true; }
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bool WaitForFinishAndRelease( uint32 dwTimeout = TT_INFINITE ) { if (!this) return true; bool bResult = WaitForFinish( dwTimeout); Release(); return bResult; }
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inline bool WaitForFinish( uint32 dwTimeout = TT_INFINITE, IThreadPool *pool = g_pThreadPool ) { if (!this) return true; return ( !IsFinished() ) ? pool->YieldWait( this, dwTimeout ) : true; }
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inline bool WaitForFinishAndRelease( uint32 dwTimeout = TT_INFINITE ) { if (!this) return true; bool bResult = WaitForFinish( dwTimeout); Release(); return bResult; }
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CThreadEvent *AccessEvent() { return &m_CompleteEvent; }
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//-----------------------------------------------------
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@ -485,59 +485,6 @@ bool ReleaseThreadHandle( ThreadHandle_t hThread )
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//
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//-----------------------------------------------------------------------------
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void ThreadSleep(unsigned nMilliseconds)
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{
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#ifdef _WIN32
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#ifdef _WIN32_PC
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static bool bInitialized = false;
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if ( !bInitialized )
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{
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bInitialized = true;
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// Set the timer resolution to 1 ms (default is 10.0, 15.6, 2.5, 1.0 or
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// some other value depending on hardware and software) so that we can
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// use Sleep( 1 ) to avoid wasting CPU time without missing our frame
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// rate.
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timeBeginPeriod( 1 );
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}
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#endif
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Sleep( nMilliseconds );
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#elif PS3
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if( nMilliseconds == 0 )
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{
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// sys_ppu_thread_yield doesn't seem to function properly, so sleep instead.
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// sys_timer_usleep( 60 );
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sys_ppu_thread_yield();
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}
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else
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{
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sys_timer_usleep( nMilliseconds * 1000 );
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}
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#elif defined(POSIX)
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usleep( nMilliseconds * 1000 );
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#endif
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}
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//-----------------------------------------------------------------------------
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void ThreadNanoSleep(unsigned ns)
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{
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#ifdef _WIN32
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// ceil
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Sleep( ( ns + 999 ) / 1000 );
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#elif PS3
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sys_timer_usleep( ns );
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#elif defined(POSIX)
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struct timespec tm;
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tm.tv_sec = 0;
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tm.tv_nsec = ns;
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nanosleep( &tm, NULL );
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#endif
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}
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//-----------------------------------------------------------------------------
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#ifndef ThreadGetCurrentId
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ThreadId_t ThreadGetCurrentId()
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{
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@ -214,7 +214,11 @@ public:
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//-----------------------------------------------------
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virtual int YieldWait( CThreadEvent **pEvents, int nEvents, bool bWaitAll = true, unsigned timeout = TT_INFINITE );
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virtual int YieldWait( CJob **, int nJobs, bool bWaitAll = true, unsigned timeout = TT_INFINITE );
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void Yield( unsigned timeout );
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inline void Yield( unsigned timeout )
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{
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Assert( ThreadInMainThread() );
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ThreadSleep( timeout );
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}
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//-----------------------------------------------------
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// Add a native job to the queue (master thread)
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@ -656,20 +660,6 @@ int CThreadPool::YieldWait( CJob **ppJobs, int nJobs, bool bWaitAll, unsigned ti
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return YieldWait( handles.Base(), handles.Count(), bWaitAll, timeout);
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}
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//---------------------------------------------------------
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void CThreadPool::Yield( unsigned timeout )
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{
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// @MULTICORE (toml 10/24/2006): not implemented
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Assert( ThreadInMainThread() );
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if ( !ThreadInMainThread() )
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{
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ThreadSleep( timeout );
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return;
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}
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ThreadSleep( timeout );
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}
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//---------------------------------------------------------
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// Add a job to the queue
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//---------------------------------------------------------
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