* 2. do work
* 3. signal that we're done
*/
-static PIPE_THREAD_ROUTINE( thread_function, init_data )
+static int
+thread_function(void *init_data)
{
struct lp_rasterizer_task *task = (struct lp_rasterizer_task *) init_data;
struct lp_rasterizer *rast = task->rast;
unsigned fpstate;
util_snprintf(thread_name, sizeof thread_name, "llvmpipe-%u", task->thread_index);
- pipe_thread_setname(thread_name);
+ u_thread_setname(thread_name);
/* Make sure that denorms are treated like zeros. This is
* the behavior required by D3D10. OpenGL doesn't care.
for (i = 0; i < rast->num_threads; i++) {
pipe_semaphore_init(&rast->tasks[i].work_ready, 0);
pipe_semaphore_init(&rast->tasks[i].work_done, 0);
- rast->threads[i] = pipe_thread_create(thread_function,
+ rast->threads[i] = u_thread_create(thread_function,
(void *) &rast->tasks[i]);
}
}
create_rast_threads(rast);
/* for synchronizing rasterization threads */
- pipe_barrier_init( &rast->barrier, rast->num_threads );
+ if (rast->num_threads > 0) {
+ pipe_barrier_init( &rast->barrier, rast->num_threads );
+ }
memset(lp_dummy_tile, 0, sizeof lp_dummy_tile);
#ifdef _WIN32
pipe_semaphore_wait(&rast->tasks[i].work_done);
#else
- pipe_thread_wait(rast->threads[i]);
+ thrd_join(rast->threads[i], NULL);
#endif
}
}
/* for synchronizing rasterization threads */
- pipe_barrier_destroy( &rast->barrier );
+ if (rast->num_threads > 0) {
+ pipe_barrier_destroy( &rast->barrier );
+ }
lp_scene_queue_destroy(rast->full_scenes);