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physx/source/foundation/include/PsThread.h
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physx/source/foundation/include/PsThread.h
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PSFOUNDATION_PSTHREAD_H
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#define PSFOUNDATION_PSTHREAD_H
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#include "PsUserAllocated.h"
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// dsequeira: according to existing comment here (David Black would be my guess)
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// "This is useful to reduce bus contention on tight spin locks. And it needs
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// to be a macro as the xenon compiler often ignores even __forceinline." What's not
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// clear is why a pause function needs inlining...? (TODO: check with XBox team)
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// todo: these need to go somewhere else
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#if PX_WINDOWS_FAMILY || PX_XBOXONE || PX_XBOX_SERIES_X
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#define PxSpinLockPause() __asm pause
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#elif PX_LINUX || PX_ANDROID || PX_PS4 || PX_APPLE_FAMILY || PX_SWITCH
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#define PxSpinLockPause() asm("nop")
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#else
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#error "Platform not supported!"
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#endif
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namespace physx
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{
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namespace shdfnd
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{
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struct ThreadPriority // todo: put in some other header file
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{
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enum Enum
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{
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/**
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\brief High priority
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*/
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eHIGH = 0,
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/**
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\brief Above Normal priority
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*/
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eABOVE_NORMAL = 1,
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/**
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\brief Normal/default priority
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*/
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eNORMAL = 2,
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/**
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\brief Below Normal priority
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*/
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eBELOW_NORMAL = 3,
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/**
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\brief Low priority.
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*/
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eLOW = 4,
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eFORCE_DWORD = 0xffFFffFF
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};
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};
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class Runnable
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{
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public:
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Runnable()
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{
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}
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virtual ~Runnable()
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{
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}
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virtual void execute(void)
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{
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}
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};
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class PX_FOUNDATION_API ThreadImpl
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{
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public:
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typedef size_t Id; // space for a pointer or an integer
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typedef void* (*ExecuteFn)(void*);
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static uint32_t getDefaultStackSize();
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static Id getId();
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/**
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Construct (but do not start) the thread object. The OS thread object will not be created
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until start() is called. Executes in the context
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of the spawning thread.
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*/
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ThreadImpl();
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/**
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Construct and start the the thread, passing the given arg to the given fn. (pthread style)
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*/
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ThreadImpl(ExecuteFn fn, void* arg, const char* name);
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/**
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Deallocate all resources associated with the thread. Should be called in the
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context of the spawning thread.
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*/
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~ThreadImpl();
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/**
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Create the OS thread and start it running. Called in the context of the spawning thread.
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If an affinity mask has previously been set then it will be applied after the
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thread has been created.
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*/
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void start(uint32_t stackSize, Runnable* r);
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/**
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Violently kill the current thread. Blunt instrument, not recommended since
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it can leave all kinds of things unreleased (stack, memory, mutexes...) Should
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be called in the context of the spawning thread.
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*/
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void kill();
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/**
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Stop the thread. Signals the spawned thread that it should stop, so the
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thread should check regularly
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*/
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void signalQuit();
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/**
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Wait for a thread to stop. Should be called in the context of the spawning
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thread. Returns false if the thread has not been started.
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*/
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bool waitForQuit();
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/**
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check whether the thread is signalled to quit. Called in the context of the
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spawned thread.
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*/
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bool quitIsSignalled();
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/**
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Cleanly shut down this thread. Called in the context of the spawned thread.
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*/
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void quit();
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/**
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Change the affinity mask for this thread. The mask is a platform
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specific value.
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On Windows, Linux, PS4, XboxOne and Switch platforms, each set mask bit represents
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the index of a logical processor that the OS may schedule thread execution on.
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Bits outside the range of valid logical processors may be ignored or cause
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the function to return an error.
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On Apple platforms, this function has no effect.
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If the thread has not yet been started then the mask is stored
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and applied when the thread is started.
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If the thread has already been started then this method returns the
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previous affinity mask on success, otherwise it returns zero.
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*/
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uint32_t setAffinityMask(uint32_t mask);
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static ThreadPriority::Enum getPriority(Id threadId);
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/** Set thread priority. */
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void setPriority(ThreadPriority::Enum prio);
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/** set the thread's name */
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void setName(const char* name);
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/** Put the current thread to sleep for the given number of milliseconds */
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static void sleep(uint32_t ms);
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/** Yield the current thread's slot on the CPU */
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static void yield();
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/** Return the number of physical cores (does not include hyper-threaded cores), returns 0 on failure */
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static uint32_t getNbPhysicalCores();
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/**
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Size of this class.
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*/
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static uint32_t getSize();
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};
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/**
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Thread abstraction API
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*/
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template <typename Alloc = ReflectionAllocator<ThreadImpl> >
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class ThreadT : protected Alloc, public UserAllocated, public Runnable
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{
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public:
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typedef ThreadImpl::Id Id; // space for a pointer or an integer
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/**
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Construct (but do not start) the thread object. Executes in the context
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of the spawning thread
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*/
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ThreadT(const Alloc& alloc = Alloc()) : Alloc(alloc)
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{
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mImpl = reinterpret_cast<ThreadImpl*>(Alloc::allocate(ThreadImpl::getSize(), __FILE__, __LINE__));
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PX_PLACEMENT_NEW(mImpl, ThreadImpl)();
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}
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/**
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Construct and start the the thread, passing the given arg to the given fn. (pthread style)
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*/
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ThreadT(ThreadImpl::ExecuteFn fn, void* arg, const char* name, const Alloc& alloc = Alloc()) : Alloc(alloc)
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{
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mImpl = reinterpret_cast<ThreadImpl*>(Alloc::allocate(ThreadImpl::getSize(), __FILE__, __LINE__));
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PX_PLACEMENT_NEW(mImpl, ThreadImpl)(fn, arg, name);
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}
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/**
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Deallocate all resources associated with the thread. Should be called in the
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context of the spawning thread.
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*/
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virtual ~ThreadT()
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{
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mImpl->~ThreadImpl();
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Alloc::deallocate(mImpl);
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}
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/**
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start the thread running. Called in the context of the spawning thread.
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*/
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void start(uint32_t stackSize = ThreadImpl::getDefaultStackSize())
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{
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mImpl->start(stackSize, this);
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}
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/**
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Violently kill the current thread. Blunt instrument, not recommended since
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it can leave all kinds of things unreleased (stack, memory, mutexes...) Should
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be called in the context of the spawning thread.
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*/
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void kill()
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{
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mImpl->kill();
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}
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/**
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The virtual execute() method is the user defined function that will
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run in the new thread. Called in the context of the spawned thread.
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*/
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virtual void execute(void)
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{
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}
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/**
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stop the thread. Signals the spawned thread that it should stop, so the
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thread should check regularly
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*/
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void signalQuit()
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{
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mImpl->signalQuit();
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}
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/**
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Wait for a thread to stop. Should be called in the context of the spawning
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thread. Returns false if the thread has not been started.
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*/
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bool waitForQuit()
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{
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return mImpl->waitForQuit();
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}
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/**
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check whether the thread is signalled to quit. Called in the context of the
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spawned thread.
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*/
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bool quitIsSignalled()
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{
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return mImpl->quitIsSignalled();
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}
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/**
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Cleanly shut down this thread. Called in the context of the spawned thread.
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*/
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void quit()
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{
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mImpl->quit();
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}
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uint32_t setAffinityMask(uint32_t mask)
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{
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return mImpl->setAffinityMask(mask);
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}
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static ThreadPriority::Enum getPriority(ThreadImpl::Id threadId)
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{
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return ThreadImpl::getPriority(threadId);
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}
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/** Set thread priority. */
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void setPriority(ThreadPriority::Enum prio)
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{
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mImpl->setPriority(prio);
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}
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/** set the thread's name */
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void setName(const char* name)
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{
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mImpl->setName(name);
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}
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/** Put the current thread to sleep for the given number of milliseconds */
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static void sleep(uint32_t ms)
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{
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ThreadImpl::sleep(ms);
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}
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/** Yield the current thread's slot on the CPU */
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static void yield()
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{
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ThreadImpl::yield();
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}
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static uint32_t getDefaultStackSize()
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{
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return ThreadImpl::getDefaultStackSize();
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}
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static ThreadImpl::Id getId()
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{
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return ThreadImpl::getId();
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}
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static uint32_t getNbPhysicalCores()
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{
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return ThreadImpl::getNbPhysicalCores();
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}
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private:
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class ThreadImpl* mImpl;
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};
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typedef ThreadT<> Thread;
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PX_FOUNDATION_API uint32_t TlsAlloc();
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PX_FOUNDATION_API void TlsFree(uint32_t index);
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PX_FOUNDATION_API void* TlsGet(uint32_t index);
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PX_FOUNDATION_API size_t TlsGetValue(uint32_t index);
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PX_FOUNDATION_API uint32_t TlsSet(uint32_t index, void* value);
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PX_FOUNDATION_API uint32_t TlsSetValue(uint32_t index, size_t value);
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} // namespace shdfnd
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} // namespace physx
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#endif // #ifndef PSFOUNDATION_PSTHREAD_H
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