#include "util/u_thread.h"
-static inline void pipe_thread_setname( const char *name )
-{
-#if defined(HAVE_PTHREAD)
-# if defined(__GNU_LIBRARY__) && defined(__GLIBC__) && defined(__GLIBC_MINOR__) && \
- (__GLIBC__ >= 3 || (__GLIBC__ == 2 && __GLIBC_MINOR__ >= 12))
- pthread_setname_np(pthread_self(), name);
-# endif
-#endif
- (void)name;
-}
-
-
static inline int pipe_thread_is_self( thrd_t thread )
{
#if defined(HAVE_PTHREAD)
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.
struct csmt_instruction *instr;
DBG("CSMT worker spawned\n");
- pipe_thread_setname("CSMT-Worker");
+ u_thread_setname("CSMT-Worker");
while (1) {
nine_queue_wait_flush(ctx->pool);
(void) mtx_init(&ctx->thread_resume, mtx_plain);
#if DEBUG
- pipe_thread_setname("Main thread");
+ u_thread_setname("Main thread");
#endif
ctx->device = This;