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author Julian Sikorski <belegdol+github@gmail.com>2019-10-13 13:50:38 +0200
committer R. Belmont <rb6502@users.noreply.github.com>2019-10-13 07:50:38 -0400
commit0837e7451a84f95c29dbdb9bd6b8b931fee1635d (patch)
tree626bcbd250a7fbebdf5958a288d2f438d4f9fb5a /3rdparty/bx/src/thread.cpp
parentc913ccb59d713ce0b91135520719ac5385e54358 (diff)
WIP: sync bgfx, bx and bimg with latest upstream (#5723)
* Sync with bgfx upstream revision b91d0b6 * Sync with bx upstream revision d60912b * Sync with bimg upstream revision bd81f60 * Add astc-codec decoder * Rename VertexDecl to VertexLayout * Rename UniformType enum Int1 to Sampler. * Add NVN stub * Fix unused-const-variable error on macOS * Drop redundant explicit language parameters buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only applied to objective c++ files. As such, hardcoding -x offers no benefit while preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on macOS) from working. * Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning * Build bgfx as Objective-C++ on macOS It is needed due to included headers * Enable Direct3D12 and Vulkan bgfx rendering backends * Enable building of spirv shaders * Properly escape /c in cmd call * Comment out dx12 bgfx renderer * Honor VERBOSE setting during shaders build * Only invert hlsl shader XYZ_TO_sRGB matrix for opengl * Add spirv shaders * OpenGL ES needs transposed matrix too * Metal needs transposed matrix as well
Diffstat (limited to '3rdparty/bx/src/thread.cpp')
-rw-r--r--3rdparty/bx/src/thread.cpp70
1 files changed, 44 insertions, 26 deletions
diff --git a/3rdparty/bx/src/thread.cpp b/3rdparty/bx/src/thread.cpp
index f52e0bdcbf4..7969d7852ae 100644
--- a/3rdparty/bx/src/thread.cpp
+++ b/3rdparty/bx/src/thread.cpp
@@ -1,5 +1,5 @@
/*
- * Copyright 2010-2018 Branimir Karadzic. All rights reserved.
+ * Copyright 2010-2019 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bx#license-bsd-2-clause
*/
@@ -8,9 +8,14 @@
#if BX_CONFIG_SUPPORTS_THREADING
+#if BX_PLATFORM_WINDOWS && !BX_CRT_NONE
+# include <bx/string.h>
+#endif
+
#if BX_CRT_NONE
# include "crt0.h"
#elif BX_PLATFORM_ANDROID \
+ || BX_PLATFORM_HAIKU \
|| BX_PLATFORM_LINUX \
|| BX_PLATFORM_IOS \
|| BX_PLATFORM_OSX \
@@ -240,33 +245,46 @@ namespace bx
# else
pthread_set_name_np(ti->m_handle, _name);
# endif // defined(__NetBSD__)
-#elif BX_PLATFORM_WINDOWS && BX_COMPILER_MSVC
-# pragma pack(push, 8)
- struct ThreadName
- {
- DWORD type;
- LPCSTR name;
- DWORD id;
- DWORD flags;
- };
-# pragma pack(pop)
- ThreadName tn;
- tn.type = 0x1000;
- tn.name = _name;
- tn.id = ti->m_threadId;
- tn.flags = 0;
-
- __try
- {
- RaiseException(0x406d1388
- , 0
- , sizeof(tn)/4
- , reinterpret_cast<ULONG_PTR*>(&tn)
- );
- }
- __except(EXCEPTION_EXECUTE_HANDLER)
+#elif BX_PLATFORM_WINDOWS
+ // Try to use the new thread naming API from Win10 Creators update onwards if we have it
+ typedef HRESULT (WINAPI *SetThreadDescriptionProc)(HANDLE, PCWSTR);
+ SetThreadDescriptionProc SetThreadDescription = (SetThreadDescriptionProc)(GetProcAddress(GetModuleHandleA("Kernel32.dll"), "SetThreadDescription"));
+ if (SetThreadDescription)
{
+ uint32_t length = (uint32_t)bx::strLen(_name)+1;
+ uint32_t size = length*sizeof(wchar_t);
+ wchar_t* name = (wchar_t*)alloca(size);
+ mbstowcs(name, _name, size-2);
+ SetThreadDescription(ti->m_handle, name);
}
+# if BX_COMPILER_MSVC
+# pragma pack(push, 8)
+ struct ThreadName
+ {
+ DWORD type;
+ LPCSTR name;
+ DWORD id;
+ DWORD flags;
+ };
+# pragma pack(pop)
+ ThreadName tn;
+ tn.type = 0x1000;
+ tn.name = _name;
+ tn.id = ti->m_threadId;
+ tn.flags = 0;
+
+ __try
+ {
+ RaiseException(0x406d1388
+ , 0
+ , sizeof(tn)/4
+ , reinterpret_cast<ULONG_PTR*>(&tn)
+ );
+ }
+ __except(EXCEPTION_EXECUTE_HANDLER)
+ {
+ }
+# endif // BX_COMPILER_MSVC
#else
BX_UNUSED(_name);
#endif // BX_PLATFORM_