godot/drivers/windows/thread_windows.cpp
Marcin Zawiejski e65bce3083
Replace CreateThread with QueueUserWorkItem
Fixes #24869 stuttering on Windows by reusing long running threadpool threads instead of creating a new thread on each call to Thread::start.
2019-01-19 00:31:10 +01:00

101 lines
3.7 KiB
C++

/*************************************************************************/
/* thread_windows.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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 */
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/*************************************************************************/
#include "thread_windows.h"
#if defined(WINDOWS_ENABLED) && !defined(UWP_ENABLED)
#include "core/os/memory.h"
Thread::ID ThreadWindows::get_id() const {
return id;
}
Thread *ThreadWindows::create_thread_windows() {
return memnew(ThreadWindows);
}
DWORD ThreadWindows::thread_callback(LPVOID userdata) {
ThreadWindows *t = reinterpret_cast<ThreadWindows *>(userdata);
ScriptServer::thread_enter(); //scripts may need to attach a stack
t->id = (ID)GetCurrentThreadId(); // must implement
t->callback(t->user);
SetEvent(t->handle);
ScriptServer::thread_exit();
return 0;
}
Thread *ThreadWindows::create_func_windows(ThreadCreateCallback p_callback, void *p_user, const Settings &) {
ThreadWindows *tr = memnew(ThreadWindows);
tr->callback = p_callback;
tr->user = p_user;
tr->handle = CreateEvent(NULL, TRUE, FALSE, NULL);
QueueUserWorkItem(thread_callback, tr, WT_EXECUTELONGFUNCTION);
return tr;
}
Thread::ID ThreadWindows::get_thread_id_func_windows() {
return (ID)GetCurrentThreadId(); //must implement
}
void ThreadWindows::wait_to_finish_func_windows(Thread *p_thread) {
ThreadWindows *tp = static_cast<ThreadWindows *>(p_thread);
ERR_FAIL_COND(!tp);
WaitForSingleObject(tp->handle, INFINITE);
CloseHandle(tp->handle);
//`memdelete(tp);
}
void ThreadWindows::make_default() {
create_func = create_func_windows;
get_thread_id_func = get_thread_id_func_windows;
wait_to_finish_func = wait_to_finish_func_windows;
}
ThreadWindows::ThreadWindows() :
handle(NULL) {
}
ThreadWindows::~ThreadWindows() {
}
#endif