resource_pool::resource_pool() : m_listlock(osd_lock_alloc()), m_ordered_head(NULL), m_ordered_tail(NULL) { memset(m_hash, 0, sizeof(m_hash)); }
resource_pool::resource_pool(int hash_size) : m_hash_size(hash_size), m_listlock(osd_lock_alloc()), m_hash(hash_size, 0), m_ordered_head(NULL), m_ordered_tail(NULL) { }
osd_scalable_lock *osd_scalable_lock_alloc(void) { osd_scalable_lock *lock; lock = (osd_scalable_lock *)calloc(1, sizeof(*lock)); lock->lock = osd_lock_alloc(); return lock; }
resource_pool::resource_pool(int hash_size) : m_hash_size(hash_size), m_listlock(osd_lock_alloc()), m_hash(new resource_pool_item *[hash_size]), m_ordered_head(NULL), m_ordered_tail(NULL) { memset(m_hash, 0, hash_size * sizeof(m_hash[0])); }
osd_scalable_lock *osd_scalable_lock_alloc(void) { osd_scalable_lock *lock = (osd_scalable_lock *)calloc(1, sizeof(*lock)); #ifdef WIN32 memset(lock, 0, sizeof(*lock)); InitializeCriticalSection(&lock->critsect); #else lock->lock = osd_lock_alloc(); #endif return lock; }
void memory_entry::acquire_lock() { // allocate a lock on first usage // note that osd_lock_alloc() may re-enter this path, so protect against recursion! if (s_lock == NULL) { if (s_lock_alloc) return; s_lock_alloc = true; s_lock = osd_lock_alloc(); s_lock_alloc = false; } osd_lock_acquire(s_lock); }
lua_engine::lua_engine() { m_machine = NULL; luaThis = this; m_lua_state = luaL_newstate(); /* create state */ output_notifier_set = false; luaL_checkversion(m_lua_state); lua_gc(m_lua_state, LUA_GCSTOP, 0); /* stop collector during initialization */ luaL_openlibs(m_lua_state); /* open libraries */ luaopen_lsqlite3(m_lua_state); luaopen_ioport(m_lua_state); lua_gc(m_lua_state, LUA_GCRESTART, 0); msg.ready = 0; msg.status = 0; msg.done = 0; lock = osd_lock_alloc(); }
int winwindow_video_window_create(int index, win_monitor_info *monitor, const win_window_config *config) { win_window_info *window, *win; char option[20]; assert(GetCurrentThreadId() == main_threadid); // allocate a new window object window = malloc_or_die(sizeof(*window)); memset(window, 0, sizeof(*window)); window->maxwidth = config->width; window->maxheight = config->height; window->refresh = config->refresh; window->monitor = monitor; window->fullscreen = !video_config.windowed; // see if we are safe for fullscreen window->fullscreen_safe = TRUE; for (win = win_window_list; win != NULL; win = win->next) if (win->monitor == monitor) window->fullscreen_safe = FALSE; // add us to the list *last_window_ptr = window; last_window_ptr = &window->next; // create a lock that we can use to skip blitting window->render_lock = osd_lock_alloc(); // load the layout window->target = render_target_alloc(NULL, 0); if (window->target == NULL) goto error; render_target_set_orientation(window->target, video_orientation); render_target_set_layer_config(window->target, video_config.layerconfig); // set the specific view sprintf(option, "view%d", index); set_starting_view(index, window, options_get_string(option)); // remember the current values in case they change window->targetview = render_target_get_view(window->target); window->targetorient = render_target_get_orientation(window->target); window->targetlayerconfig = render_target_get_layer_config(window->target); // make the window title if (video_config.numscreens == 1) sprintf(window->title, APPNAME ": %s [%s]", Machine->gamedrv->description, Machine->gamedrv->name); else sprintf(window->title, APPNAME ": %s [%s] - Screen %d", Machine->gamedrv->description, Machine->gamedrv->name, index); // set the initial maximized state window->startmaximized = options_get_bool("maximize"); // finish the window creation on the window thread if (multithreading_enabled) { // wait until the window thread is ready to respond to events WaitForSingleObject(window_thread_ready_event, INFINITE); PostThreadMessage(window_threadid, WM_USER_FINISH_CREATE_WINDOW, 0, (LPARAM)window); while (window->init_state == 0) Sleep(1); } else window->init_state = complete_create(window) ? -1 : 1; // handle error conditions if (window->init_state == -1) goto error; return 0; error: winwindow_video_window_destroy(window); return 1; }
int sdl_window_info::window_init() { worker_param *wp = (worker_param *) osd_malloc(sizeof(worker_param)); int result; ASSERT_MAIN_THREAD(); // set the initial maximized state // FIXME: Does not belong here sdl_options &options = downcast<sdl_options &>(m_machine.options()); m_startmaximized = options.maximize(); // add us to the list *last_window_ptr = this; last_window_ptr = &this->m_next; set_renderer(draw.create(this)); // create a lock that we can use to skip blitting m_render_lock = osd_lock_alloc(); // create an event that we can use to skip blitting m_rendered_event = osd_event_alloc(FALSE, TRUE); // load the layout m_target = m_machine.render().target_alloc(); // set the specific view set_starting_view(m_index, options.view(), options.view(m_index)); // make the window title if (video_config.numscreens == 1) sprintf(m_title, "%s: %s [%s]", emulator_info::get_appname(), m_machine.system().description, m_machine.system().name); else sprintf(m_title, "%s: %s [%s] - Screen %d", emulator_info::get_appname(), m_machine.system().description, m_machine.system().name, m_index); wp->set_window(this); // FIXME: pass error back in a different way if (multithreading_enabled) { osd_work_item *wi; wi = osd_work_item_queue(work_queue, &sdl_window_info::complete_create_wt, (void *) wp, 0); sdlwindow_sync(); result = *((int *) (osd_work_item_result)(wi)); osd_work_item_release(wi); } else result = *((int *) sdl_window_info::complete_create_wt((void *) wp, 0)); // handle error conditions if (result == 1) goto error; return 0; error: destroy(); return 1; }