user_mutex: Per-team contexts.
This requires the introduction of the flag B_USER_MUTEX_SHARED, and then actually using the SHARED flags in pthread structures to determine when it should be passed through. This commit still uses wired memory even for per-team contexts. That will change in the next commit. GLTeapot FPS seems about the same. Change-Id: I749a00dcea1531e113a65299b6d6610f57511fcc Reviewed-on: https://review.haiku-os.org/c/haiku/+/6602 Reviewed-by: waddlesplash <[email protected]> Tested-by: Commit checker robot <[email protected]>
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waddlesplash
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@@ -78,8 +78,9 @@ extern ssize_t _kern_wait_for_objects(object_wait_info* infos, int numInfos,
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extern status_t _kern_mutex_lock(int32* mutex, const char* name,
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uint32 flags, bigtime_t timeout);
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extern status_t _kern_mutex_unblock(int32* mutex, uint32 flags);
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extern status_t _kern_mutex_switch_lock(int32* fromMutex, int32* toMutex,
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const char* name, uint32 flags, bigtime_t timeout);
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extern status_t _kern_mutex_switch_lock(int32* fromMutex, uint32 fromFlags,
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int32* toMutex, const char* name, uint32 toflags,
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bigtime_t timeout);
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extern status_t _kern_mutex_sem_acquire(int32* sem, const char* name,
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uint32 flags, bigtime_t timeout);
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extern status_t _kern_mutex_sem_release(int32* sem);
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