// // Copyright (C) 2002-2005 3Dlabs Inc. Ltd. // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // // Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // // Redistributions in binary form must reproduce the above // copyright notice, this list of conditions and the following // disclaimer in the documentation and/or other materials provided // with the distribution. // // Neither the name of 3Dlabs Inc. Ltd. nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS // FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE // COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, // INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, // BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; // LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT // LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN // ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE // POSSIBILITY OF SUCH DAMAGE. // #define SH_EXPORTING #include #include "InitializeDll.h" #include "../glslang/Include/InitializeGlobals.h" #include "../glslang/Public/ShaderLang.h" #include "../glslang/Include/PoolAlloc.h" namespace glslang { OS_TLSIndex ThreadInitializeIndex = OS_INVALID_TLS_INDEX; // Per-process initialization. // Needs to be called at least once before parsing, etc. is done. // Will also do thread initialization for the calling thread; other // threads will need to do that explicitly. bool InitProcess() { glslang::GetGlobalLock(); if (ThreadInitializeIndex != OS_INVALID_TLS_INDEX) { // // Function is re-entrant. // glslang::ReleaseGlobalLock(); return true; } ThreadInitializeIndex = OS_AllocTLSIndex(); if (ThreadInitializeIndex == OS_INVALID_TLS_INDEX) { assert(0 && "InitProcess(): Failed to allocate TLS area for init flag"); glslang::ReleaseGlobalLock(); return false; } if (! InitializePoolIndex()) { assert(0 && "InitProcess(): Failed to initialize global pool"); glslang::ReleaseGlobalLock(); return false; } if (! InitThread()) { assert(0 && "InitProcess(): Failed to initialize thread"); glslang::ReleaseGlobalLock(); return false; } glslang::ReleaseGlobalLock(); return true; } // Per-thread scoped initialization. // Must be called at least once by each new thread sharing the // symbol tables, etc., needed to parse. bool InitThread() { // // This function is re-entrant // if (ThreadInitializeIndex == OS_INVALID_TLS_INDEX) { assert(0 && "InitThread(): Process hasn't been initalised."); return false; } if (OS_GetTLSValue(ThreadInitializeIndex) != nullptr) return true; if (! OS_SetTLSValue(ThreadInitializeIndex, (void *)1)) { assert(0 && "InitThread(): Unable to set init flag."); return false; } glslang::SetThreadPoolAllocator(nullptr); return true; } // Not necessary to call this: InitThread() is reentrant, and the need // to do per thread tear down has been removed. // // This is kept, with memory management removed, to satisfy any exiting // calls to it that rely on it. bool DetachThread() { bool success = true; if (ThreadInitializeIndex == OS_INVALID_TLS_INDEX) return true; // // Function is re-entrant and this thread may not have been initialized. // if (OS_GetTLSValue(ThreadInitializeIndex) != nullptr) { if (!OS_SetTLSValue(ThreadInitializeIndex, nullptr)) { assert(0 && "DetachThread(): Unable to clear init flag."); success = false; } } return success; } // Not necessary to call this: InitProcess() is reentrant. // // This is kept, with memory management removed, to satisfy any exiting // calls to it that rely on it. // // Users of glslang should call shFinalize() or glslang::FinalizeProcess() for // process-scoped memory tear down. bool DetachProcess() { bool success = true; if (ThreadInitializeIndex == OS_INVALID_TLS_INDEX) return true; success = DetachThread(); OS_FreeTLSIndex(ThreadInitializeIndex); ThreadInitializeIndex = OS_INVALID_TLS_INDEX; return success; } } // end namespace glslang