WorkQueue.cpp 11 KB

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  1. //
  2. // Copyright (c) 2008-2016 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "../Precompiled.h"
  23. #include "../Core/CoreEvents.h"
  24. #include "../Core/ProcessUtils.h"
  25. #include "../Core/Profiler.h"
  26. #include "../Core/WorkQueue.h"
  27. #include "../IO/Log.h"
  28. namespace Atomic
  29. {
  30. /// Worker thread managed by the work queue.
  31. class WorkerThread : public Thread, public RefCounted
  32. {
  33. ATOMIC_REFCOUNTED(WorkerThread)
  34. public:
  35. /// Construct.
  36. WorkerThread(WorkQueue* owner, unsigned index) :
  37. owner_(owner),
  38. index_(index)
  39. {
  40. }
  41. /// Process work items until stopped.
  42. virtual void ThreadFunction()
  43. {
  44. // Init FPU state first
  45. InitFPU();
  46. owner_->ProcessItems(index_);
  47. }
  48. /// Return thread index.
  49. unsigned GetIndex() const { return index_; }
  50. private:
  51. /// Work queue.
  52. WorkQueue* owner_;
  53. /// Thread index.
  54. unsigned index_;
  55. };
  56. WorkQueue::WorkQueue(Context* context) :
  57. Object(context),
  58. shutDown_(false),
  59. pausing_(false),
  60. paused_(false),
  61. completing_(false),
  62. tolerance_(10),
  63. lastSize_(0),
  64. maxNonThreadedWorkMs_(5)
  65. {
  66. SubscribeToEvent(E_BEGINFRAME, ATOMIC_HANDLER(WorkQueue, HandleBeginFrame));
  67. }
  68. WorkQueue::~WorkQueue()
  69. {
  70. // Stop the worker threads. First make sure they are not waiting for work items
  71. shutDown_ = true;
  72. Resume();
  73. for (unsigned i = 0; i < threads_.Size(); ++i)
  74. threads_[i]->Stop();
  75. }
  76. void WorkQueue::CreateThreads(unsigned numThreads)
  77. {
  78. #ifdef ATOMIC_THREADING
  79. // Other subsystems may initialize themselves according to the number of threads.
  80. // Therefore allow creating the threads only once, after which the amount is fixed
  81. if (!threads_.Empty())
  82. return;
  83. // Start threads in paused mode
  84. Pause();
  85. for (unsigned i = 0; i < numThreads; ++i)
  86. {
  87. SharedPtr<WorkerThread> thread(new WorkerThread(this, i + 1));
  88. thread->Run();
  89. threads_.Push(thread);
  90. }
  91. #else
  92. ATOMIC_LOGERROR("Can not create worker threads as threading is disabled");
  93. #endif
  94. }
  95. SharedPtr<WorkItem> WorkQueue::GetFreeItem()
  96. {
  97. if (poolItems_.Size() > 0)
  98. {
  99. SharedPtr<WorkItem> item = poolItems_.Front();
  100. poolItems_.PopFront();
  101. return item;
  102. }
  103. else
  104. {
  105. // No usable items found, create a new one set it as pooled and return it.
  106. SharedPtr<WorkItem> item(new WorkItem());
  107. item->pooled_ = true;
  108. return item;
  109. }
  110. }
  111. void WorkQueue::AddWorkItem(SharedPtr<WorkItem> item)
  112. {
  113. if (!item)
  114. {
  115. ATOMIC_LOGERROR("Null work item submitted to the work queue");
  116. return;
  117. }
  118. // Check for duplicate items.
  119. assert(!workItems_.Contains(item));
  120. // Push to the main thread list to keep item alive
  121. // Clear completed flag in case item is reused
  122. workItems_.Push(item);
  123. item->completed_ = false;
  124. // Make sure worker threads' list is safe to modify
  125. if (threads_.Size() && !paused_)
  126. queueMutex_.Acquire();
  127. // Find position for new item
  128. if (queue_.Empty())
  129. queue_.Push(item);
  130. else
  131. {
  132. for (List<WorkItem*>::Iterator i = queue_.Begin(); i != queue_.End(); ++i)
  133. {
  134. if ((*i)->priority_ <= item->priority_)
  135. {
  136. queue_.Insert(i, item);
  137. break;
  138. }
  139. }
  140. }
  141. if (threads_.Size())
  142. {
  143. queueMutex_.Release();
  144. paused_ = false;
  145. }
  146. }
  147. bool WorkQueue::RemoveWorkItem(SharedPtr<WorkItem> item)
  148. {
  149. if (!item)
  150. return false;
  151. MutexLock lock(queueMutex_);
  152. // Can only remove successfully if the item was not yet taken by threads for execution
  153. List<WorkItem*>::Iterator i = queue_.Find(item.Get());
  154. if (i != queue_.End())
  155. {
  156. List<SharedPtr<WorkItem> >::Iterator j = workItems_.Find(item);
  157. if (j != workItems_.End())
  158. {
  159. queue_.Erase(i);
  160. ReturnToPool(item);
  161. workItems_.Erase(j);
  162. return true;
  163. }
  164. }
  165. return false;
  166. }
  167. unsigned WorkQueue::RemoveWorkItems(const Vector<SharedPtr<WorkItem> >& items)
  168. {
  169. MutexLock lock(queueMutex_);
  170. unsigned removed = 0;
  171. for (Vector<SharedPtr<WorkItem> >::ConstIterator i = items.Begin(); i != items.End(); ++i)
  172. {
  173. List<WorkItem*>::Iterator j = queue_.Find(i->Get());
  174. if (j != queue_.End())
  175. {
  176. List<SharedPtr<WorkItem> >::Iterator k = workItems_.Find(*i);
  177. if (k != workItems_.End())
  178. {
  179. queue_.Erase(j);
  180. ReturnToPool(*k);
  181. workItems_.Erase(k);
  182. ++removed;
  183. }
  184. }
  185. }
  186. return removed;
  187. }
  188. void WorkQueue::Pause()
  189. {
  190. if (!paused_)
  191. {
  192. pausing_ = true;
  193. queueMutex_.Acquire();
  194. paused_ = true;
  195. pausing_ = false;
  196. }
  197. }
  198. void WorkQueue::Resume()
  199. {
  200. if (paused_)
  201. {
  202. queueMutex_.Release();
  203. paused_ = false;
  204. }
  205. }
  206. void WorkQueue::Complete(unsigned priority)
  207. {
  208. completing_ = true;
  209. if (threads_.Size())
  210. {
  211. Resume();
  212. // Take work items also in the main thread until queue empty or no high-priority items anymore
  213. while (!queue_.Empty())
  214. {
  215. queueMutex_.Acquire();
  216. if (!queue_.Empty() && queue_.Front()->priority_ >= priority)
  217. {
  218. WorkItem* item = queue_.Front();
  219. queue_.PopFront();
  220. queueMutex_.Release();
  221. item->workFunction_(item, 0);
  222. item->completed_ = true;
  223. }
  224. else
  225. {
  226. queueMutex_.Release();
  227. break;
  228. }
  229. }
  230. // Wait for threaded work to complete
  231. while (!IsCompleted(priority))
  232. {
  233. }
  234. // If no work at all remaining, pause worker threads by leaving the mutex locked
  235. if (queue_.Empty())
  236. Pause();
  237. }
  238. else
  239. {
  240. // No worker threads: ensure all high-priority items are completed in the main thread
  241. while (!queue_.Empty() && queue_.Front()->priority_ >= priority)
  242. {
  243. WorkItem* item = queue_.Front();
  244. queue_.PopFront();
  245. item->workFunction_(item, 0);
  246. item->completed_ = true;
  247. }
  248. }
  249. PurgeCompleted(priority);
  250. completing_ = false;
  251. }
  252. bool WorkQueue::IsCompleted(unsigned priority) const
  253. {
  254. for (List<SharedPtr<WorkItem> >::ConstIterator i = workItems_.Begin(); i != workItems_.End(); ++i)
  255. {
  256. if ((*i)->priority_ >= priority && !(*i)->completed_)
  257. return false;
  258. }
  259. return true;
  260. }
  261. void WorkQueue::ProcessItems(unsigned threadIndex)
  262. {
  263. bool wasActive = false;
  264. for (;;)
  265. {
  266. if (shutDown_)
  267. return;
  268. if (pausing_ && !wasActive)
  269. Time::Sleep(0);
  270. else
  271. {
  272. queueMutex_.Acquire();
  273. if (!queue_.Empty())
  274. {
  275. wasActive = true;
  276. WorkItem* item = queue_.Front();
  277. queue_.PopFront();
  278. queueMutex_.Release();
  279. item->workFunction_(item, threadIndex);
  280. item->completed_ = true;
  281. }
  282. else
  283. {
  284. wasActive = false;
  285. queueMutex_.Release();
  286. Time::Sleep(0);
  287. }
  288. }
  289. }
  290. }
  291. void WorkQueue::PurgeCompleted(unsigned priority)
  292. {
  293. // Purge completed work items and send completion events. Do not signal items lower than priority threshold,
  294. // as those may be user submitted and lead to eg. scene manipulation that could happen in the middle of the
  295. // render update, which is not allowed
  296. for (List<SharedPtr<WorkItem> >::Iterator i = workItems_.Begin(); i != workItems_.End();)
  297. {
  298. if ((*i)->completed_ && (*i)->priority_ >= priority)
  299. {
  300. if ((*i)->sendEvent_)
  301. {
  302. using namespace WorkItemCompleted;
  303. VariantMap& eventData = GetEventDataMap();
  304. eventData[P_ITEM] = i->Get();
  305. SendEvent(E_WORKITEMCOMPLETED, eventData);
  306. }
  307. ReturnToPool(*i);
  308. i = workItems_.Erase(i);
  309. }
  310. else
  311. ++i;
  312. }
  313. }
  314. void WorkQueue::PurgePool()
  315. {
  316. unsigned currentSize = poolItems_.Size();
  317. int difference = lastSize_ - currentSize;
  318. // Difference tolerance, should be fairly significant to reduce the pool size.
  319. for (unsigned i = 0; poolItems_.Size() > 0 && difference > tolerance_ && i < (unsigned)difference; i++)
  320. poolItems_.PopFront();
  321. lastSize_ = currentSize;
  322. }
  323. void WorkQueue::ReturnToPool(SharedPtr<WorkItem>& item)
  324. {
  325. // Check if this was a pooled item and set it to usable
  326. if (item->pooled_)
  327. {
  328. // Reset the values to their defaults. This should
  329. // be safe to do here as the completed event has
  330. // already been handled and this is part of the
  331. // internal pool.
  332. item->start_ = 0;
  333. item->end_ = 0;
  334. item->aux_ = 0;
  335. item->workFunction_ = 0;
  336. item->priority_ = M_MAX_UNSIGNED;
  337. item->sendEvent_ = false;
  338. item->completed_ = false;
  339. poolItems_.Push(item);
  340. }
  341. }
  342. void WorkQueue::HandleBeginFrame(StringHash eventType, VariantMap& eventData)
  343. {
  344. // If no worker threads, complete low-priority work here
  345. if (threads_.Empty() && !queue_.Empty())
  346. {
  347. ATOMIC_PROFILE(CompleteWorkNonthreaded);
  348. HiresTimer timer;
  349. while (!queue_.Empty() && timer.GetUSec(false) < maxNonThreadedWorkMs_ * 1000)
  350. {
  351. WorkItem* item = queue_.Front();
  352. queue_.PopFront();
  353. item->workFunction_(item, 0);
  354. item->completed_ = true;
  355. }
  356. }
  357. // Complete and signal items down to the lowest priority
  358. PurgeCompleted(0);
  359. PurgePool();
  360. }
  361. }