Fix merge conflict and add check for unix and not apple for glx

Merge branch 'development-gg' into gladdev

# Conflicts:
#	Tools/CMake/libraries/glad.cmake
This commit is contained in:
Jeff Hutchinson 2016-11-02 21:55:24 -04:00
commit 0296e6d3fd
728 changed files with 83679 additions and 66879 deletions

View file

@ -99,14 +99,12 @@ void Input::init()
//------------------------------------------------------------------------------
ConsoleFunction( isJoystickDetected, bool, 1, 1, "isJoystickDetected()" )
{
argc; argv;
return( SDL_NumJoysticks() > 0 );
}
//------------------------------------------------------------------------------
ConsoleFunction( getJoystickAxes, const char*, 2, 2, "getJoystickAxes( instance )" )
{
argc;
// TODO SDL
return( "" );
}

View file

@ -11,12 +11,6 @@ namespace PlatformGL
void init()
{
static bool inited = false;
if(inited)
return;
inited = true;
const U32 majorOGL = 3;
const U32 minorOGL = 2;
U32 debugFlag = 0;
@ -28,6 +22,9 @@ namespace PlatformGL
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minorOGL);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, debugFlag);
#ifdef TORQUE_GL_SOFTWARE
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 0);
#endif
SDL_ClearError();
}

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@ -0,0 +1,67 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "console/console.h"
#include "platform/threads/mutex.h"
#include "core/util/safeDelete.h"
#include <SDL.h>
#include <SDL_thread.h>
struct PlatformMutexData
{
SDL_mutex *mutex;
};
Mutex::Mutex()
{
mData = new PlatformMutexData;
mData->mutex = SDL_CreateMutex();
}
Mutex::~Mutex()
{
AssertFatal(mData, "Mutex::destroyMutex: invalid mutex");
SDL_DestroyMutex(mData->mutex);
SAFE_DELETE(mData);
}
bool Mutex::lock(bool block)
{
if(mData == NULL)
return false;
if(block)
{
return SDL_LockMutex(mData->mutex) == 0;
}
else
{
return SDL_TryLockMutex(mData->mutex) == 0;
}
}
void Mutex::unlock()
{
if(mData == NULL)
return;
SDL_UnlockMutex(mData->mutex);
}

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@ -0,0 +1,87 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platformAssert.h"
#include "platform/threads/semaphore.h"
#include <SDL.h>
#include <SDL_thread.h>
struct PlatformSemaphore
{
SDL_sem *semaphore;
PlatformSemaphore(S32 initialCount)
{
semaphore = SDL_CreateSemaphore(initialCount);
AssertFatal(semaphore, "PlatformSemaphore constructor - Failed to create SDL Semaphore.");
}
~PlatformSemaphore()
{
SDL_DestroySemaphore(semaphore);
}
};
Semaphore::Semaphore(S32 initialCount)
{
mData = new PlatformSemaphore(initialCount);
}
Semaphore::~Semaphore()
{
AssertFatal(mData, "Semaphore destructor - Invalid semaphore.");
delete mData;
}
bool Semaphore::acquire(bool block, S32 timeoutMS)
{
AssertFatal(mData && mData->semaphore, "Semaphore::acquire - Invalid semaphore.");
if (block)
{
// Semaphore acquiring is different from the MacOS/Win realization because SDL_SemWaitTimeout() with "infinite" timeout can be too heavy on some platforms.
// (see "man SDL_SemWaitTimeout(3)" for more info)
// "man" states to avoid the use of SDL_SemWaitTimeout at all, but at current stage this looks like a valid and working solution, so keeping it this way.
// [bank / Feb-2010]
if (timeoutMS == -1)
{
if (SDL_SemWait(mData->semaphore) < 0)
AssertFatal(false, "Semaphore::acquie - Wait failed.");
}
else
{
if (SDL_SemWaitTimeout(mData->semaphore, timeoutMS) < 0)
AssertFatal(false, "Semaphore::acquie - Wait with timeout failed.");
}
return (true);
}
else
{
int res = SDL_SemTryWait(mData->semaphore);
return (res == 0);
}
}
void Semaphore::release()
{
AssertFatal(mData, "Semaphore::releaseSemaphore - Invalid semaphore.");
SDL_SemPost(mData->semaphore);
}

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@ -0,0 +1,155 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/threads/thread.h"
#include "platform/threads/semaphore.h"
#include "platform/threads/mutex.h"
#include <stdlib.h>
#include <SDL.h>
#include <SDL_thread.h>
class PlatformThreadData
{
public:
ThreadRunFunction mRunFunc;
void* mRunArg;
Thread* mThread;
Semaphore mGateway; // default count is 1
SDL_threadID mThreadID;
SDL_Thread* mSdlThread;
bool mDead;
};
ThreadManager::MainThreadId ThreadManager::smMainThreadId;
//-----------------------------------------------------------------------------
// Function: ThreadRunHandler
// Summary: Calls Thread::run() with the thread's specified run argument.
// Neccesary because Thread::run() is provided as a non-threaded
// way to execute the thread's run function. So we have to keep
// track of the thread's lock here.
static int ThreadRunHandler(void * arg)
{
PlatformThreadData *mData = reinterpret_cast<PlatformThreadData*>(arg);
Thread *thread = mData->mThread;
mData->mThreadID = SDL_ThreadID();
ThreadManager::addThread(thread);
thread->run(mData->mRunArg);
ThreadManager::removeThread(thread);
bool autoDelete = thread->autoDelete;
mData->mThreadID = 0;
mData->mDead = true;
mData->mGateway.release();
if( autoDelete )
delete thread;
return 0;
}
//-----------------------------------------------------------------------------
Thread::Thread(ThreadRunFunction func, void* arg, bool start_thread, bool autodelete)
{
AssertFatal( !start_thread, "Thread::Thread() - auto-starting threads from ctor has been disallowed since the run() method is virtual" );
mData = new PlatformThreadData;
mData->mRunFunc = func;
mData->mRunArg = arg;
mData->mThread = this;
mData->mThreadID = 0;
mData->mDead = false;
mData->mSdlThread = NULL;
autoDelete = autodelete;
}
Thread::~Thread()
{
stop();
if( isAlive() )
join();
delete mData;
}
void Thread::start( void* arg )
{
// cause start to block out other pthreads from using this Thread,
// at least until ThreadRunHandler exits.
mData->mGateway.acquire();
// reset the shouldStop flag, so we'll know when someone asks us to stop.
shouldStop = false;
mData->mDead = false;
if( !mData->mRunArg )
mData->mRunArg = arg;
mData->mSdlThread = SDL_CreateThread(ThreadRunHandler,NULL,mData);
}
bool Thread::join()
{
mData->mGateway.acquire();
AssertFatal( !isAlive(), "Thread::join() - thread not dead after join()" );
mData->mGateway.release();
return true;
}
void Thread::run(void* arg)
{
if(mData->mRunFunc)
mData->mRunFunc(arg);
}
bool Thread::isAlive()
{
return ( !mData->mDead );
}
U32 Thread::getId()
{
return (U32)mData->mThreadID;
}
void Thread::_setName( const char* )
{
// Not supported. Wading through endless lists of Thread-1, Thread-2, Thread-3, ... trying to find
// that one thread you are looking for is just so much fun.
}
U32 ThreadManager::getCurrentThreadId()
{
return (U32)SDL_ThreadID();
}
bool ThreadManager::compare(U32 threadId_1, U32 threadId_2)
{
return (threadId_1 == threadId_2);
}