123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205 |
- /**************************************************************************/
- /* thread_work_pool.hpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef GODOT_THREAD_WORK_POOL_HPP
- #define GODOT_THREAD_WORK_POOL_HPP
- #include <godot_cpp/classes/os.hpp>
- #include <godot_cpp/classes/semaphore.hpp>
- #include <godot_cpp/core/error_macros.hpp>
- #include <godot_cpp/core/memory.hpp>
- #include <thread>
- #include <atomic>
- namespace godot {
- class ThreadWorkPool {
- std::atomic<uint32_t> index;
- struct BaseWork {
- std::atomic<uint32_t> *index = nullptr;
- uint32_t max_elements = 0;
- virtual void work() = 0;
- virtual ~BaseWork() = default;
- };
- template <typename C, typename M, typename U>
- struct Work : public BaseWork {
- C *instance;
- M method;
- U userdata;
- virtual void work() {
- while (true) {
- uint32_t work_index = index->fetch_add(1, std::memory_order_relaxed);
- if (work_index >= max_elements) {
- break;
- }
- (instance->*method)(work_index, userdata);
- }
- }
- };
- struct ThreadData {
- std::thread thread;
- Semaphore start;
- Semaphore completed;
- std::atomic<bool> exit;
- BaseWork *work;
- };
- ThreadData *threads = nullptr;
- uint32_t thread_count = 0;
- uint32_t threads_working = 0;
- BaseWork *current_work = nullptr;
- static void _thread_function(void *p_user) {
- ThreadData *thread = static_cast<ThreadData *>(p_user);
- while (true) {
- thread->start.wait();
- if (thread->exit.load()) {
- break;
- }
- thread->work->work();
- thread->completed.post();
- }
- }
- public:
- template <typename C, typename M, typename U>
- void begin_work(uint32_t p_elements, C *p_instance, M p_method, U p_userdata) {
- ERR_FAIL_NULL(threads); // Never initialized.
- ERR_FAIL_COND(current_work != nullptr);
- index.store(0, std::memory_order_release);
- Work<C, M, U> *w = new (Work<C, M, U>);
- w->instance = p_instance;
- w->userdata = p_userdata;
- w->method = p_method;
- w->index = &index;
- w->max_elements = p_elements;
- current_work = w;
- threads_working = Math::min(p_elements, thread_count);
- for (uint32_t i = 0; i < threads_working; i++) {
- threads[i].work = w;
- threads[i].start.post();
- }
- }
- bool is_working() const {
- return current_work != nullptr;
- }
- bool is_done_dispatching() const {
- ERR_FAIL_NULL_V(current_work, true);
- return index.load(std::memory_order_acquire) >= current_work->max_elements;
- }
- uint32_t get_work_index() const {
- ERR_FAIL_NULL_V(current_work, 0);
- uint32_t idx = index.load(std::memory_order_acquire);
- return Math::min(idx, current_work->max_elements);
- }
- void end_work() {
- ERR_FAIL_NULL(current_work);
- for (uint32_t i = 0; i < threads_working; i++) {
- threads[i].completed.wait();
- threads[i].work = nullptr;
- }
- threads_working = 0;
- delete current_work;
- current_work = nullptr;
- }
- template <typename C, typename M, typename U>
- void do_work(uint32_t p_elements, C *p_instance, M p_method, U p_userdata) {
- switch (p_elements) {
- case 0:
- // Nothing to do, so do nothing.
- break;
- case 1:
- // No value in pushing the work to another thread if it's a single job
- // and we're going to wait for it to finish. Just run it right here.
- (p_instance->*p_method)(0, p_userdata);
- break;
- default:
- // Multiple jobs to do; commence threaded business.
- begin_work(p_elements, p_instance, p_method, p_userdata);
- end_work();
- }
- }
- _FORCE_INLINE_ int get_thread_count() const { return thread_count; }
- void init(int p_thread_count = -1) {
- ERR_FAIL_COND(threads != nullptr);
- if (p_thread_count < 0) {
- p_thread_count = OS::get_singleton()->get_processor_count();
- }
- thread_count = p_thread_count;
- threads = new ThreadData[thread_count];
- for (uint32_t i = 0; i < thread_count; i++) {
- threads[i].exit.store(false);
- threads[i].thread = std::thread(&ThreadWorkPool::_thread_function, &threads[i]);
- }
- }
- void finish() {
- if (threads == nullptr) {
- return;
- }
- for (uint32_t i = 0; i < thread_count; i++) {
- threads[i].exit.store(true);
- threads[i].start.post();
- }
- for (uint32_t i = 0; i < thread_count; i++) {
- threads[i].thread.join();
- }
- delete[] (threads);
- threads = nullptr;
- }
- ~ThreadWorkPool() {
- finish();
- }
- };
- } // namespace godot
- #endif // GODOT_THREAD_WORK_POOL_HPP
|