dolphin/Source/Core/Common/Semaphore.h

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// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#ifdef _WIN32
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <Windows.h>
namespace Common
{
class Semaphore
{
public:
Semaphore(int initial_count, int maximum_count)
{
m_handle = CreateSemaphoreA(nullptr, initial_count, maximum_count, nullptr);
}
~Semaphore() { CloseHandle(m_handle); }
void Wait() { WaitForSingleObject(m_handle, INFINITE); }
void Post() { ReleaseSemaphore(m_handle, 1, nullptr); }
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private:
HANDLE m_handle;
};
} // namespace Common
#elif defined(__APPLE__)
#include <dispatch/dispatch.h>
namespace Common
{
class Semaphore
{
public:
Semaphore(int initial_count, int maximum_count)
{
m_handle = dispatch_semaphore_create(0);
for (int i = 0; i < initial_count; i++)
dispatch_semaphore_signal(m_handle);
}
~Semaphore() { dispatch_release(m_handle); }
void Wait() { dispatch_semaphore_wait(m_handle, DISPATCH_TIME_FOREVER); }
void Post() { dispatch_semaphore_signal(m_handle); }
private:
dispatch_semaphore_t m_handle;
};
} // namespace Common
#else
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#include <semaphore.h>
namespace Common
{
class Semaphore
{
public:
Semaphore(int initial_count, int maximum_count) { sem_init(&m_handle, 0, initial_count); }
~Semaphore() { sem_destroy(&m_handle); }
void Wait() { sem_wait(&m_handle); }
void Post() { sem_post(&m_handle); }
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private:
sem_t m_handle;
};
} // namespace Common
#endif // _WIN32