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https://github.com/libsdl-org/SDL.git
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Rename SDL_SetThreadPriority() to SDL_SetCurrentThreadPriority()
Fixes https://github.com/libsdl-org/SDL/issues/11055
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@ -3705,3 +3705,8 @@ identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAltern
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- SDL_IsAndroidTV
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+ SDL_IsTV
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(...)
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@@
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@@
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- SDL_SetThreadPriority
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+ SDL_SetCurrentThreadPriority
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(...)
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@ -2028,6 +2028,7 @@ SDL_CreateThread and SDL_CreateThreadWithProperties now take beginthread/endthre
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SDL_GetTLS() and SDL_SetTLS() take a pointer to a TLS ID, and will automatically initialize it in a thread-safe way as needed.
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The following functions have been renamed:
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* SDL_SetThreadPriority() => SDL_SetCurrentThreadPriority()
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* SDL_TLSCleanup() => SDL_CleanupTLS()
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* SDL_TLSGet() => SDL_GetTLS()
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* SDL_TLSSet() => SDL_SetTLS(), returns bool
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@ -3002,7 +3002,7 @@ extern "C" {
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* - "1": Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling
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* policy
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*
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* This hint should be set before calling SDL_SetThreadPriority()
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* This hint should be set before calling SDL_SetCurrentThreadPriority()
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*
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* \since This hint is available since SDL 3.0.0.
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*/
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@ -3010,9 +3010,9 @@ extern "C" {
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/**
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* A string specifying additional information to use with
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* SDL_SetThreadPriority.
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* SDL_SetCurrentThreadPriority.
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*
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* By default SDL_SetThreadPriority will make appropriate system changes in
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* By default SDL_SetCurrentThreadPriority will make appropriate system changes in
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* order to apply a thread priority. For example on systems using pthreads the
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* scheduler policy is changed automatically to a policy that works well with
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* a given priority. Code which has specific requirements can override SDL's
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@ -3023,9 +3023,9 @@ extern "C" {
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*
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* On Linux, the kernel may send SIGKILL to realtime tasks which exceed the
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* distro configured execution budget for rtkit. This budget can be queried
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* through RLIMIT_RTTIME after calling SDL_SetThreadPriority().
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* through RLIMIT_RTTIME after calling SDL_SetCurrentThreadPriority().
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*
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* This hint should be set before calling SDL_SetThreadPriority()
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* This hint should be set before calling SDL_SetCurrentThreadPriority()
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*
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* \since This hint is available since SDL 3.0.0.
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*/
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@ -644,6 +644,7 @@
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#define SDL_iPhoneSetEventPump SDL_SetiOSEventPump
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/* ##SDL_thread.h */
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#define SDL_SetThreadPriority SDL_SetCurrentThreadPriority
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#define SDL_TLSCleanup SDL_CleanupTLS
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#define SDL_TLSGet SDL_GetTLS
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#define SDL_TLSSet SDL_SetTLS
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@ -1281,6 +1282,7 @@
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#define SDL_iPhoneSetEventPump SDL_iPhoneSetEventPump_renamed_SDL_iOSSetEventPump
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/* ##SDL_thread.h */
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#define SDL_SetThreadPriority SDL_SetThreadPriority_renamed_SDL_SetCurrentThreadPriority
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#define SDL_TLSCleanup SDL_TLSCleanup_renamed_SDL_CleanupTLS
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#define SDL_TLSGet SDL_TLSGet_renamed_SDL_GetTLS
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#define SDL_TLSSet SDL_TLSSet_renamed_SDL_SetTLS
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@ -89,7 +89,7 @@ typedef SDL_AtomicInt SDL_TLSID;
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*
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* SDL will make system changes as necessary in order to apply the thread
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* priority. Code which attempts to control thread state related to priority
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* should be aware that calling SDL_SetThreadPriority may alter such state.
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* should be aware that calling SDL_SetCurrentThreadPriority may alter such state.
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* SDL_HINT_THREAD_PRIORITY_POLICY can be used to control aspects of this
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* behavior.
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*
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@ -385,7 +385,7 @@ extern SDL_DECLSPEC SDL_ThreadID SDLCALL SDL_GetThreadID(SDL_Thread *thread);
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_SetThreadPriority(SDL_ThreadPriority priority);
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extern SDL_DECLSPEC bool SDLCALL SDL_SetCurrentThreadPriority(SDL_ThreadPriority priority);
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/**
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* Wait for a thread to finish.
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@ -781,7 +781,7 @@ static void SDL_AudioFreeDeviceHandle_Default(SDL_AudioDevice *device) { /* no-o
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static void SDL_AudioThreadInit_Default(SDL_AudioDevice *device)
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{
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SDL_SetThreadPriority(device->recording ? SDL_THREAD_PRIORITY_HIGH : SDL_THREAD_PRIORITY_TIME_CRITICAL);
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SDL_SetCurrentThreadPriority(device->recording ? SDL_THREAD_PRIORITY_HIGH : SDL_THREAD_PRIORITY_TIME_CRITICAL);
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}
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static void SDL_AudioDetectDevices_Default(SDL_AudioDevice **default_playback, SDL_AudioDevice **default_recording)
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@ -823,7 +823,7 @@ static SDL_Thread *ALSA_hotplug_thread;
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static int SDLCALL ALSA_HotplugThread(void *arg)
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{
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SDL_SetThreadPriority(SDL_THREAD_PRIORITY_LOW);
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SDL_SetCurrentThreadPriority(SDL_THREAD_PRIORITY_LOW);
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while (!SDL_GetAtomicInt(&ALSA_hotplug_shutdown)) {
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// Block awhile before checking again, unless we're told to stop.
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@ -892,7 +892,7 @@ static int SDLCALL HotplugThread(void *data)
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{
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pa_operation *op;
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SDL_SetThreadPriority(SDL_THREAD_PRIORITY_LOW);
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SDL_SetCurrentThreadPriority(SDL_THREAD_PRIORITY_LOW);
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PULSEAUDIO_pa_threaded_mainloop_lock(pulseaudio_threaded_mainloop);
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PULSEAUDIO_pa_context_set_subscribe_callback(pulseaudio_context, HotplugCallback, NULL);
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@ -143,7 +143,7 @@ void WASAPI_PlatformThreadInit(SDL_AudioDevice *device)
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DWORD idx = 0;
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device->hidden->task = pAvSetMmThreadCharacteristicsW(L"Pro Audio", &idx);
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} else {
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SDL_SetThreadPriority(device->recording ? SDL_THREAD_PRIORITY_HIGH : SDL_THREAD_PRIORITY_TIME_CRITICAL);
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SDL_SetCurrentThreadPriority(device->recording ? SDL_THREAD_PRIORITY_HIGH : SDL_THREAD_PRIORITY_TIME_CRITICAL);
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}
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}
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@ -785,7 +785,7 @@ void SDL_CameraThreadSetup(SDL_Camera *device)
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}*/
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#else
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// The camera capture is always a high priority thread
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SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH);
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SDL_SetCurrentThreadPriority(SDL_THREAD_PRIORITY_HIGH);
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#endif
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}
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@ -600,8 +600,8 @@ SDL3_0.0.0 {
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SDL_IsJoystickHaptic;
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SDL_IsJoystickVirtual;
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SDL_IsMouseHaptic;
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SDL_IsTablet;
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SDL_IsTV;
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SDL_IsTablet;
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SDL_JoystickConnected;
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SDL_JoystickEventsEnabled;
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SDL_KillProcess;
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@ -796,6 +796,7 @@ SDL3_0.0.0 {
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SDL_SetBooleanProperty;
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SDL_SetClipboardData;
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SDL_SetClipboardText;
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SDL_SetCurrentThreadPriority;
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SDL_SetCursor;
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SDL_SetEnvironmentVariable;
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SDL_SetError;
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@ -869,7 +870,6 @@ SDL3_0.0.0 {
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SDL_SetTextureColorMod;
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SDL_SetTextureColorModFloat;
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SDL_SetTextureScaleMode;
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SDL_SetThreadPriority;
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SDL_SetWindowAlwaysOnTop;
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SDL_SetWindowAspectRatio;
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SDL_SetWindowBordered;
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@ -625,8 +625,8 @@
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#define SDL_IsJoystickHaptic SDL_IsJoystickHaptic_REAL
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#define SDL_IsJoystickVirtual SDL_IsJoystickVirtual_REAL
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#define SDL_IsMouseHaptic SDL_IsMouseHaptic_REAL
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#define SDL_IsTablet SDL_IsTablet_REAL
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#define SDL_IsTV SDL_IsTV_REAL
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#define SDL_IsTablet SDL_IsTablet_REAL
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#define SDL_JoystickConnected SDL_JoystickConnected_REAL
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#define SDL_JoystickEventsEnabled SDL_JoystickEventsEnabled_REAL
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#define SDL_KillProcess SDL_KillProcess_REAL
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@ -821,6 +821,7 @@
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#define SDL_SetBooleanProperty SDL_SetBooleanProperty_REAL
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#define SDL_SetClipboardData SDL_SetClipboardData_REAL
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#define SDL_SetClipboardText SDL_SetClipboardText_REAL
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#define SDL_SetCurrentThreadPriority SDL_SetCurrentThreadPriority_REAL
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#define SDL_SetCursor SDL_SetCursor_REAL
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#define SDL_SetEnvironmentVariable SDL_SetEnvironmentVariable_REAL
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#define SDL_SetError SDL_SetError_REAL
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@ -894,7 +895,6 @@
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#define SDL_SetTextureColorMod SDL_SetTextureColorMod_REAL
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#define SDL_SetTextureColorModFloat SDL_SetTextureColorModFloat_REAL
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#define SDL_SetTextureScaleMode SDL_SetTextureScaleMode_REAL
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#define SDL_SetThreadPriority SDL_SetThreadPriority_REAL
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#define SDL_SetWindowAlwaysOnTop SDL_SetWindowAlwaysOnTop_REAL
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#define SDL_SetWindowAspectRatio SDL_SetWindowAspectRatio_REAL
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#define SDL_SetWindowBordered SDL_SetWindowBordered_REAL
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@ -645,8 +645,8 @@ SDL_DYNAPI_PROC(bool,SDL_IsGamepad,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(bool,SDL_IsJoystickHaptic,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(bool,SDL_IsJoystickVirtual,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(bool,SDL_IsMouseHaptic,(void),(),return)
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SDL_DYNAPI_PROC(bool,SDL_IsTablet,(void),(),return)
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SDL_DYNAPI_PROC(bool,SDL_IsTV,(void),(),return)
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SDL_DYNAPI_PROC(bool,SDL_IsTablet,(void),(),return)
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SDL_DYNAPI_PROC(bool,SDL_JoystickConnected,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(bool,SDL_JoystickEventsEnabled,(void),(),return)
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SDL_DYNAPI_PROC(bool,SDL_KillProcess,(SDL_Process *a, bool b),(a,b),return)
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@ -832,6 +832,7 @@ SDL_DYNAPI_PROC(bool,SDL_SetAudioStreamPutCallback,(SDL_AudioStream *a, SDL_Audi
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SDL_DYNAPI_PROC(bool,SDL_SetBooleanProperty,(SDL_PropertiesID a, const char *b, bool c),(a,b,c),return)
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SDL_DYNAPI_PROC(bool,SDL_SetClipboardData,(SDL_ClipboardDataCallback a, SDL_ClipboardCleanupCallback b, void *c, const char **d, size_t e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(bool,SDL_SetClipboardText,(const char *a),(a),return)
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SDL_DYNAPI_PROC(bool,SDL_SetCurrentThreadPriority,(SDL_ThreadPriority a),(a),return)
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SDL_DYNAPI_PROC(bool,SDL_SetCursor,(SDL_Cursor *a),(a),return)
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SDL_DYNAPI_PROC(bool,SDL_SetEnvironmentVariable,(SDL_Environment *a, const char *b, const char *c, bool d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(void,SDL_SetEventEnabled,(Uint32 a, bool b),(a,b),)
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@ -904,7 +905,6 @@ SDL_DYNAPI_PROC(bool,SDL_SetTextureBlendMode,(SDL_Texture *a, SDL_BlendMode b),(
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SDL_DYNAPI_PROC(bool,SDL_SetTextureColorMod,(SDL_Texture *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(bool,SDL_SetTextureColorModFloat,(SDL_Texture *a, float b, float c, float d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(bool,SDL_SetTextureScaleMode,(SDL_Texture *a, SDL_ScaleMode b),(a,b),return)
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SDL_DYNAPI_PROC(bool,SDL_SetThreadPriority,(SDL_ThreadPriority a),(a),return)
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SDL_DYNAPI_PROC(bool,SDL_SetWindowAlwaysOnTop,(SDL_Window *a, bool b),(a,b),return)
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SDL_DYNAPI_PROC(bool,SDL_SetWindowAspectRatio,(SDL_Window *a, float b, float c),(a,b,c),return)
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SDL_DYNAPI_PROC(bool,SDL_SetWindowBordered,(SDL_Window *a, bool b),(a,b),return)
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@ -59,7 +59,7 @@ static int SDLCALL SDL_HIDAPI_RumbleThread(void *data)
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{
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SDL_HIDAPI_RumbleContext *ctx = (SDL_HIDAPI_RumbleContext *)data;
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SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH);
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SDL_SetCurrentThreadPriority(SDL_THREAD_PRIORITY_HIGH);
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while (SDL_GetAtomicInt(&ctx->running)) {
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SDL_HIDAPI_RumbleRequest *request = NULL;
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ASensorEvent event;
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struct android_poll_source *source;
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SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH);
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SDL_SetCurrentThreadPriority(SDL_THREAD_PRIORITY_HIGH);
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SDL_sensor_looper = ALooper_prepare(ALOOPER_PREPARE_ALLOW_NON_CALLBACKS);
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SDL_SignalSemaphore(ctx->sem);
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@ -439,7 +439,7 @@ const char *SDL_GetThreadName(SDL_Thread *thread)
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}
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}
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bool SDL_SetThreadPriority(SDL_ThreadPriority priority)
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bool SDL_SetCurrentThreadPriority(SDL_ThreadPriority priority)
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{
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return SDL_SYS_SetThreadPriority(priority);
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}
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@ -66,7 +66,7 @@ ThreadFunc(void *data)
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SDL_Log("Thread '%s' is alive!\n", (char *)data);
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if (testprio) {
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SDL_Log("SDL_SetThreadPriority(%s):%d\n", getprioritystr(prio), SDL_SetThreadPriority(prio));
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SDL_Log("SDL_SetCurrentThreadPriority(%s):%d\n", getprioritystr(prio), SDL_SetCurrentThreadPriority(prio));
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if (++prio > SDL_THREAD_PRIORITY_TIME_CRITICAL) {
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prio = SDL_THREAD_PRIORITY_LOW;
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}
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