godot/thirdparty/zstd/common/threading.c

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/**
* Copyright (c) 2016 Tino Reichardt
* All rights reserved.
*
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* This source code is licensed under both the BSD-style license (found in the
* LICENSE file in the root directory of this source tree) and the GPLv2 (found
* in the COPYING file in the root directory of this source tree).
*
* You can contact the author at:
* - zstdmt source repository: https://github.com/mcmilk/zstdmt
*/
/**
* This file will hold wrapper for systems, which do not support pthreads
*/
/* create fake symbol to avoid empty translation unit warning */
int g_ZSTD_threading_useless_symbol;
#if defined(ZSTD_MULTITHREAD) && defined(_WIN32)
/**
* Windows minimalist Pthread Wrapper, based on :
* http://www.cse.wustl.edu/~schmidt/win32-cv-1.html
*/
/* === Dependencies === */
#include <process.h>
#include <errno.h>
#include "threading.h"
/* === Implementation === */
static unsigned __stdcall worker(void *arg)
{
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ZSTD_pthread_t* const thread = (ZSTD_pthread_t*) arg;
thread->arg = thread->start_routine(thread->arg);
return 0;
}
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int ZSTD_pthread_create(ZSTD_pthread_t* thread, const void* unused,
void* (*start_routine) (void*), void* arg)
{
(void)unused;
thread->arg = arg;
thread->start_routine = start_routine;
thread->handle = (HANDLE) _beginthreadex(NULL, 0, worker, thread, 0, NULL);
if (!thread->handle)
return errno;
else
return 0;
}
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int ZSTD_pthread_join(ZSTD_pthread_t thread, void **value_ptr)
{
DWORD result;
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if (!thread.handle) return 0;
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result = WaitForSingleObject(thread.handle, INFINITE);
switch (result) {
case WAIT_OBJECT_0:
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if (value_ptr) *value_ptr = thread.arg;
return 0;
case WAIT_ABANDONED:
return EINVAL;
default:
return GetLastError();
}
}
#endif /* ZSTD_MULTITHREAD */