Daily update on 20250721-223448 by Nitload Youmu. Additional Message : Rename StgSHarp.C to StgSharp.Native. Add SDL to repo.
Signed-off-by: Nitload <YoumuLiu_NSI@whv0t.onmicrosoft.com>
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#ifdef SDL_THREAD_PSP
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// PSP thread management routines for SDL
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#include <stdio.h>
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#include <stdlib.h>
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#include "../SDL_systhread.h"
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#include "../SDL_thread_c.h"
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#include <pspkerneltypes.h>
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#include <pspthreadman.h>
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#define PSP_THREAD_NAME_MAX 32
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static int ThreadEntry(SceSize args, void *argp)
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{
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SDL_RunThread(*(SDL_Thread **)argp);
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return 0;
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}
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bool SDL_SYS_CreateThread(SDL_Thread *thread,
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SDL_FunctionPointer pfnBeginThread,
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SDL_FunctionPointer pfnEndThread)
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{
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SceKernelThreadInfo status;
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int priority = 32;
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char thread_name[PSP_THREAD_NAME_MAX];
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// Set priority of new thread to the same as the current thread
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status.size = sizeof(SceKernelThreadInfo);
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if (sceKernelReferThreadStatus(sceKernelGetThreadId(), &status) == 0) {
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priority = status.currentPriority;
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}
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SDL_strlcpy(thread_name, "SDL thread", PSP_THREAD_NAME_MAX);
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if (thread->name) {
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SDL_strlcpy(thread_name, thread->name, PSP_THREAD_NAME_MAX);
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}
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thread->handle = sceKernelCreateThread(thread_name, ThreadEntry,
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priority, thread->stacksize ? ((int)thread->stacksize) : 0x8000,
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PSP_THREAD_ATTR_VFPU, NULL);
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if (thread->handle < 0) {
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return SDL_SetError("sceKernelCreateThread() failed");
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}
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sceKernelStartThread(thread->handle, 4, &thread);
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return true;
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}
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void SDL_SYS_SetupThread(const char *name)
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{
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// Do nothing.
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}
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SDL_ThreadID SDL_GetCurrentThreadID(void)
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{
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return (SDL_ThreadID)sceKernelGetThreadId();
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}
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void SDL_SYS_WaitThread(SDL_Thread *thread)
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{
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sceKernelWaitThreadEnd(thread->handle, NULL);
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sceKernelDeleteThread(thread->handle);
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}
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void SDL_SYS_DetachThread(SDL_Thread *thread)
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{
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// !!! FIXME: is this correct?
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sceKernelDeleteThread(thread->handle);
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}
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void SDL_SYS_KillThread(SDL_Thread *thread)
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{
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sceKernelTerminateDeleteThread(thread->handle);
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}
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bool SDL_SYS_SetThreadPriority(SDL_ThreadPriority priority)
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{
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int value;
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if (priority == SDL_THREAD_PRIORITY_LOW) {
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value = 111;
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} else if (priority == SDL_THREAD_PRIORITY_HIGH) {
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value = 32;
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} else if (priority == SDL_THREAD_PRIORITY_TIME_CRITICAL) {
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value = 16;
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} else {
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value = 50;
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}
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if (sceKernelChangeThreadPriority(sceKernelGetThreadId(), value) < 0) {
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return SDL_SetError("sceKernelChangeThreadPriority() failed");
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}
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return true;
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}
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#endif // SDL_THREAD_PSP
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