On Sun, Jan 15, 2012 at 8:56 AM, Youness Alaoui
<kakar...@kakaroto.homelinux.net> wrote:
> The PS3 OS's system call for threads/mutex/cond/sem is almost the same as
> pthread, so it shouldn't be very compilcated.. I already ported
> pthread-embeded to the ps3 but I don't like their implementation (and it
> causes some issues with the newlib headers used by the toolchain.
> I will think about it though, it might be easier to just write ps3 specific
> code for it in eina. But it wouldn't help porting efforts of other non-efl
> applications to the PS3 that depend on pthread.

who cares ? :p

Vincent

>
> On Sun, Jan 15, 2012 at 2:47 AM, Vincent Torri <vincent.to...@gmail.com>wrote:
>
>> On Sun, Jan 15, 2012 at 8:40 AM, Youness Alaoui
>> <kakar...@kakaroto.homelinux.net> wrote:
>> > Yes I could, but I don't really see the point to be honest, I think
>> porting
>> > pthreads would be much more convenient rather than porting every library
>> > that uses pthread into using the ps3 specific API. I just lack
>> > time/motivation to do it, but it should be pretty straighforward...
>>
>> well, porting pthread to a system == being POSIX compliant (wrt
>> threads) so it's not so simple. I saw the code of pthread-win32 and
>> it's an horror (because of that). Just locking a mutex is complicated
>> and in fine uses the win32 API. So i decided to use native win32 API.
>> One call and that's all, it's faster than pthread-win32 and it
>> consumes less memory.
>>
>> Vincent
>>
>> >
>> > On Sun, Jan 15, 2012 at 2:27 AM, Vincent Torri <vincent.to...@gmail.com
>> >wrote:
>> >
>> >> On Sun, Jan 15, 2012 at 8:06 AM, Youness Alaoui
>> >> <kakar...@kakaroto.homelinux.net> wrote:
>> >> > On Sun, Jan 15, 2012 at 1:52 AM, David Seikel <onef...@gmail.com>
>> wrote:
>> >> >
>> >> >> On Sat, 14 Jan 2012 23:15:37 -0500 Youness Alaoui
>> >> >> <kakar...@kakaroto.homelinux.net> wrote:
>> >> >>
>> >> >> > Hi,
>> >> >> >
>> >> >> > I've just updated my EFL build for the PS3 and it was broken.
>> >> >> > eina_init isn't working anymore because eina_value doesn't init
>> >> >> > itself correctly. The issue is that if it's unable to iitialize a
>> >> >> > lock, it will fail the init which fails eina_init (and ecore_init,
>> >> >> > etc..) The problem is that on the PS3, there is no pthread library
>> so
>> >> >> > threads are disabled on eina and eina_lock uses
>> >> >> > eina_inline_lock_void.x which just returns FALSE/FAIL for every API
>> >> >> > call. This also causes another issue with evas which slows it down
>> >> >> > because it tries a eina_lock_take_try (which fails) and forces it
>> to
>> >> >> > wait a bit before doing anything then it spams my terminal with
>> >> >> > warnings about not being able to get a lock. I would suggest to
>> >> >> > change the behavior of eina_lock (on 'void' platforms, which do not
>> >> >> > support locks) to always return TRUE/SUCCEED so it doesn't break
>> >> >> > everything below it.
>> >> >>
>> >> >> I'm wondering how come a hyperthreaded CPU with a dozen extra
>> >> >> specialized cores has no thread support?  It might not have pthread,
>> >> >> but it might have some other sort of thread support that could be
>> used
>> >> >> instead?
>> >> >>
>> >> > Yes it has threads support, and the official SDK (Which we can't
>> legally
>> >> > use) has pthread, but we don't have an open source port of pthread to
>> >> their
>> >> > own system calls. So for now I'm working with it without threading
>> >> support.
>> >> > I will eventually (some day) port pthread to it then all of this will
>> go
>> >> > away, in the meantime, I prefer to concentrate on other things (it
>> also
>> >> > helped me find a few bugs in the EFL for when it gets compiled without
>> >> > threads)
>> >>
>> >> if there's thread support, you can try to use the native one, like i
>> >> did for Windows, right ?
>> >>
>> >> Vincent
>> >>
>> >>
>> >>
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