From 5a079a2d114f96d4847d1ee305d5b7c16eeec50e Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Sat, 27 Dec 2025 12:03:39 -0800 Subject: Initial commit --- contrib/SDL-3.2.8/src/thread/n3ds/SDL_systhread.c | 139 ++++++++++++++++++++++ 1 file changed, 139 insertions(+) create mode 100644 contrib/SDL-3.2.8/src/thread/n3ds/SDL_systhread.c (limited to 'contrib/SDL-3.2.8/src/thread/n3ds/SDL_systhread.c') diff --git a/contrib/SDL-3.2.8/src/thread/n3ds/SDL_systhread.c b/contrib/SDL-3.2.8/src/thread/n3ds/SDL_systhread.c new file mode 100644 index 0000000..6bd826b --- /dev/null +++ b/contrib/SDL-3.2.8/src/thread/n3ds/SDL_systhread.c @@ -0,0 +1,139 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +#include "SDL_internal.h" + +#ifdef SDL_THREAD_N3DS + +// Thread management routines for SDL + +#include "../SDL_systhread.h" + +// N3DS has very limited RAM (128MB), so we set a low default thread stack size. +#define N3DS_THREAD_STACK_SIZE_DEFAULT (80 * 1024) + +#define N3DS_THREAD_PRIORITY_LOW 0x3F /**< Minimum priority */ +#define N3DS_THREAD_PRIORITY_MEDIUM 0x2F /**< Slightly higher than main thread (0x30) */ +#define N3DS_THREAD_PRIORITY_HIGH 0x19 /**< High priority for non-video work */ +#define N3DS_THREAD_PRIORITY_TIME_CRITICAL 0x18 /**< Highest priority */ + +static size_t GetStackSize(size_t requested_size); + +static void ThreadEntry(void *arg) +{ + SDL_RunThread((SDL_Thread *)arg); + threadExit(0); +} + + +bool SDL_SYS_CreateThread(SDL_Thread *thread, + SDL_FunctionPointer pfnBeginThread, + SDL_FunctionPointer pfnEndThread) +{ + s32 priority = 0x30; + int cpu = -1; + size_t stack_size = GetStackSize(thread->stacksize); + + svcGetThreadPriority(&priority, CUR_THREAD_HANDLE); + + // prefer putting audio thread on system core + if (thread->name && (SDL_strncmp(thread->name, "SDLAudioP", 9) == 0) && R_SUCCEEDED(APT_SetAppCpuTimeLimit(30))) { + cpu = 1; + } + + thread->handle = threadCreate(ThreadEntry, + thread, + stack_size, + priority, + cpu, + false); + + if (!thread->handle) { + return SDL_SetError("Couldn't create thread"); + } + + return true; +} + +static size_t GetStackSize(size_t requested_size) +{ + if (requested_size == 0) { + return N3DS_THREAD_STACK_SIZE_DEFAULT; + } + + return requested_size; +} + +void SDL_SYS_SetupThread(const char *name) +{ + return; +} + +SDL_ThreadID SDL_GetCurrentThreadID(void) +{ + u32 thread_ID = 0; + svcGetThreadId(&thread_ID, CUR_THREAD_HANDLE); + return (SDL_ThreadID)thread_ID; +} + +bool SDL_SYS_SetThreadPriority(SDL_ThreadPriority sdl_priority) +{ + s32 svc_priority; + switch (sdl_priority) { + case SDL_THREAD_PRIORITY_LOW: + svc_priority = N3DS_THREAD_PRIORITY_LOW; + break; + case SDL_THREAD_PRIORITY_NORMAL: + svc_priority = N3DS_THREAD_PRIORITY_MEDIUM; + break; + case SDL_THREAD_PRIORITY_HIGH: + svc_priority = N3DS_THREAD_PRIORITY_HIGH; + break; + case SDL_THREAD_PRIORITY_TIME_CRITICAL: + svc_priority = N3DS_THREAD_PRIORITY_TIME_CRITICAL; + break; + default: + svc_priority = N3DS_THREAD_PRIORITY_MEDIUM; + } + if (svcSetThreadPriority(CUR_THREAD_HANDLE, svc_priority) < 0) { + return SDL_SetError("svcSetThreadPriority failed"); + } + return true; +} + +void SDL_SYS_WaitThread(SDL_Thread *thread) +{ + Result res = threadJoin(thread->handle, U64_MAX); + + /* + Detached threads can be waited on, but should NOT be cleaned manually + as it would result in a fatal error. + */ + if (R_SUCCEEDED(res) && SDL_GetThreadState(thread) != SDL_THREAD_DETACHED) { + threadFree(thread->handle); + } +} + +void SDL_SYS_DetachThread(SDL_Thread *thread) +{ + threadDetach(thread->handle); +} + +#endif // SDL_THREAD_N3DS -- cgit v1.2.3