WorkQueue.cpp 11 KB

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  1. //
  2. // Copyright (c) 2008-2015 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. 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. tolerance_(10),
  62. lastSize_(0),
  63. maxNonThreadedWorkMs_(5)
  64. {
  65. SubscribeToEvent(E_BEGINFRAME, HANDLER(WorkQueue, HandleBeginFrame));
  66. }
  67. WorkQueue::~WorkQueue()
  68. {
  69. // Stop the worker threads. First make sure they are not waiting for work items
  70. shutDown_ = true;
  71. Resume();
  72. for (unsigned i = 0; i < threads_.Size(); ++i)
  73. threads_[i]->Stop();
  74. }
  75. void WorkQueue::CreateThreads(unsigned numThreads)
  76. {
  77. // Other subsystems may initialize themselves according to the number of threads.
  78. // Therefore allow creating the threads only once, after which the amount is fixed
  79. if (!threads_.Empty())
  80. return;
  81. // Start threads in paused mode
  82. Pause();
  83. for (unsigned i = 0; i < numThreads; ++i)
  84. {
  85. SharedPtr<WorkerThread> thread(new WorkerThread(this, i + 1));
  86. thread->Run();
  87. threads_.Push(thread);
  88. }
  89. }
  90. SharedPtr<WorkItem> WorkQueue::GetFreeItem()
  91. {
  92. if (poolItems_.Size() > 0)
  93. {
  94. SharedPtr<WorkItem> item = poolItems_.Front();
  95. poolItems_.PopFront();
  96. return item;
  97. }
  98. else
  99. {
  100. // No usable items found, create a new one set it as pooled and return it.
  101. SharedPtr<WorkItem> item(new WorkItem());
  102. item->pooled_ = true;
  103. return item;
  104. }
  105. }
  106. void WorkQueue::AddWorkItem(SharedPtr<WorkItem> item)
  107. {
  108. if (!item)
  109. {
  110. LOGERROR("Null work item submitted to the work queue");
  111. return;
  112. }
  113. // Check for duplicate items.
  114. assert(!workItems_.Contains(item));
  115. // Push to the main thread list to keep item alive
  116. // Clear completed flag in case item is reused
  117. workItems_.Push(item);
  118. item->completed_ = false;
  119. // Make sure worker threads' list is safe to modify
  120. if (threads_.Size() && !paused_)
  121. queueMutex_.Acquire();
  122. // Find position for new item
  123. if (queue_.Empty())
  124. queue_.Push(item);
  125. else
  126. {
  127. for (List<WorkItem*>::Iterator i = queue_.Begin(); i != queue_.End(); ++i)
  128. {
  129. if ((*i)->priority_ <= item->priority_)
  130. {
  131. queue_.Insert(i, item);
  132. break;
  133. }
  134. }
  135. }
  136. if (threads_.Size())
  137. {
  138. queueMutex_.Release();
  139. paused_ = false;
  140. }
  141. }
  142. bool WorkQueue::RemoveWorkItem(SharedPtr<WorkItem> item)
  143. {
  144. if (!item)
  145. return false;
  146. MutexLock lock(queueMutex_);
  147. // Can only remove successfully if the item was not yet taken by threads for execution
  148. List<WorkItem*>::Iterator i = queue_.Find(item.Get());
  149. if (i != queue_.End())
  150. {
  151. List<SharedPtr<WorkItem> >::Iterator j = workItems_.Find(item);
  152. if (j != workItems_.End())
  153. {
  154. queue_.Erase(i);
  155. ReturnToPool(item);
  156. workItems_.Erase(j);
  157. return true;
  158. }
  159. }
  160. return false;
  161. }
  162. unsigned WorkQueue::RemoveWorkItems(const Vector<SharedPtr<WorkItem> >& items)
  163. {
  164. MutexLock lock(queueMutex_);
  165. unsigned removed = 0;
  166. for (Vector<SharedPtr<WorkItem> >::ConstIterator i = items.Begin(); i != items.End(); ++i)
  167. {
  168. List<WorkItem*>::Iterator j = queue_.Find(i->Get());
  169. if (j != queue_.End())
  170. {
  171. List<SharedPtr<WorkItem> >::Iterator k = workItems_.Find(*i);
  172. if (k != workItems_.End())
  173. {
  174. queue_.Erase(j);
  175. ReturnToPool(*k);
  176. workItems_.Erase(k);
  177. ++removed;
  178. }
  179. }
  180. }
  181. return removed;
  182. }
  183. void WorkQueue::Pause()
  184. {
  185. if (!paused_)
  186. {
  187. pausing_ = true;
  188. queueMutex_.Acquire();
  189. paused_ = true;
  190. pausing_ = false;
  191. }
  192. }
  193. void WorkQueue::Resume()
  194. {
  195. if (paused_)
  196. {
  197. queueMutex_.Release();
  198. paused_ = false;
  199. }
  200. }
  201. void WorkQueue::Complete(unsigned priority)
  202. {
  203. if (threads_.Size())
  204. {
  205. Resume();
  206. // Take work items also in the main thread until queue empty or no high-priority items anymore
  207. while (!queue_.Empty())
  208. {
  209. queueMutex_.Acquire();
  210. if (!queue_.Empty() && queue_.Front()->priority_ >= priority)
  211. {
  212. WorkItem* item = queue_.Front();
  213. queue_.PopFront();
  214. queueMutex_.Release();
  215. item->workFunction_(item, 0);
  216. item->completed_ = true;
  217. }
  218. else
  219. {
  220. queueMutex_.Release();
  221. break;
  222. }
  223. }
  224. // Wait for threaded work to complete
  225. while (!IsCompleted(priority))
  226. {
  227. }
  228. // If no work at all remaining, pause worker threads by leaving the mutex locked
  229. if (queue_.Empty())
  230. Pause();
  231. }
  232. else
  233. {
  234. // No worker threads: ensure all high-priority items are completed in the main thread
  235. while (!queue_.Empty() && queue_.Front()->priority_ >= priority)
  236. {
  237. WorkItem* item = queue_.Front();
  238. queue_.PopFront();
  239. item->workFunction_(item, 0);
  240. item->completed_ = true;
  241. }
  242. }
  243. PurgeCompleted(priority);
  244. }
  245. bool WorkQueue::IsCompleted(unsigned priority) const
  246. {
  247. for (List<SharedPtr<WorkItem> >::ConstIterator i = workItems_.Begin(); i != workItems_.End(); ++i)
  248. {
  249. if ((*i)->priority_ >= priority && !(*i)->completed_)
  250. return false;
  251. }
  252. return true;
  253. }
  254. void WorkQueue::ProcessItems(unsigned threadIndex)
  255. {
  256. bool wasActive = false;
  257. for (;;)
  258. {
  259. if (shutDown_)
  260. return;
  261. if (pausing_ && !wasActive)
  262. Time::Sleep(0);
  263. else
  264. {
  265. queueMutex_.Acquire();
  266. if (!queue_.Empty())
  267. {
  268. wasActive = true;
  269. WorkItem* item = queue_.Front();
  270. queue_.PopFront();
  271. queueMutex_.Release();
  272. item->workFunction_(item, threadIndex);
  273. item->completed_ = true;
  274. }
  275. else
  276. {
  277. wasActive = false;
  278. queueMutex_.Release();
  279. Time::Sleep(0);
  280. }
  281. }
  282. }
  283. }
  284. void WorkQueue::PurgeCompleted(unsigned priority)
  285. {
  286. // Purge completed work items and send completion events. Do not signal items lower than priority threshold,
  287. // as those may be user submitted and lead to eg. scene manipulation that could happen in the middle of the
  288. // render update, which is not allowed
  289. for (List<SharedPtr<WorkItem> >::Iterator i = workItems_.Begin(); i != workItems_.End();)
  290. {
  291. if ((*i)->completed_ && (*i)->priority_ >= priority)
  292. {
  293. if ((*i)->sendEvent_)
  294. {
  295. using namespace WorkItemCompleted;
  296. VariantMap& eventData = GetEventDataMap();
  297. eventData[P_ITEM] = i->Get();
  298. SendEvent(E_WORKITEMCOMPLETED, eventData);
  299. }
  300. ReturnToPool(*i);
  301. i = workItems_.Erase(i);
  302. }
  303. else
  304. ++i;
  305. }
  306. }
  307. void WorkQueue::PurgePool()
  308. {
  309. unsigned currentSize = poolItems_.Size();
  310. int difference = lastSize_ - currentSize;
  311. // Difference tolerance, should be fairly significant to reduce the pool size.
  312. for (unsigned i = 0; poolItems_.Size() > 0 && difference > tolerance_ && i < (unsigned)difference; i++)
  313. poolItems_.PopFront();
  314. lastSize_ = currentSize;
  315. }
  316. void WorkQueue::ReturnToPool(SharedPtr<WorkItem>& item)
  317. {
  318. // Check if this was a pooled item and set it to usable
  319. if (item->pooled_)
  320. {
  321. // Reset the values to their defaults. This should
  322. // be safe to do here as the completed event has
  323. // already been handled and this is part of the
  324. // internal pool.
  325. item->start_ = 0;
  326. item->end_ = 0;
  327. item->aux_ = 0;
  328. item->workFunction_ = 0;
  329. item->priority_ = M_MAX_UNSIGNED;
  330. item->sendEvent_ = false;
  331. item->completed_ = false;
  332. poolItems_.Push(item);
  333. }
  334. }
  335. void WorkQueue::HandleBeginFrame(StringHash eventType, VariantMap& eventData)
  336. {
  337. // If no worker threads, complete low-priority work here
  338. if (threads_.Empty() && !queue_.Empty())
  339. {
  340. PROFILE(CompleteWorkNonthreaded);
  341. HiresTimer timer;
  342. while (!queue_.Empty() && timer.GetUSec(false) < maxNonThreadedWorkMs_ * 1000)
  343. {
  344. WorkItem* item = queue_.Front();
  345. queue_.PopFront();
  346. item->workFunction_(item, 0);
  347. item->completed_ = true;
  348. }
  349. }
  350. // Complete and signal items down to the lowest priority
  351. PurgeCompleted(0);
  352. PurgePool();
  353. }
  354. }