multithreading.cpp
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/**
* Copyright 1993-2013 NVIDIA Corporation. All rights reserved.
*
* Please refer to the NVIDIA end user license agreement (EULA) associated
* with this source code for terms and conditions that govern your use of
* this software. Any use, reproduction, disclosure, or distribution of
* this software and related documentation outside the terms of the EULA
* is strictly prohibited.
*
*/
#include <multithreading.h>
#if defined(WIN32) || defined(_WIN32) || defined(WIN64) || defined(_WIN64)
//Create thread
CUTThread cutStartThread(CUT_THREADROUTINE func, void *data)
{
return CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)func, data, 0, NULL);
}
//Wait for thread to finish
void cutEndThread(CUTThread thread)
{
WaitForSingleObject(thread, INFINITE);
CloseHandle(thread);
}
//Destroy thread
void cutDestroyThread(CUTThread thread)
{
TerminateThread(thread, 0);
CloseHandle(thread);
}
//Wait for multiple threads
void cutWaitForThreads(const CUTThread *threads, int num)
{
WaitForMultipleObjects(num, threads, true, INFINITE);
for (int i = 0; i < num; i++)
{
CloseHandle(threads[i]);
}
}
#else
//Create thread
CUTThread cutStartThread(CUT_THREADROUTINE func, void *data)
{
pthread_t thread;
pthread_create(&thread, NULL, func, data);
return thread;
}
//Wait for thread to finish
void cutEndThread(CUTThread thread)
{
pthread_join(thread, NULL);
}
//Destroy thread
void cutDestroyThread(CUTThread thread)
{
pthread_cancel(thread);
}
//Wait for multiple threads
void cutWaitForThreads(const CUTThread *threads, int num)
{
for (int i = 0; i < num; i++)
{
cutEndThread(threads[i]);
}
}
#endif