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. completing_(false),
  62. tolerance_(10),
  63. lastSize_(0),
  64. maxNonThreadedWorkMs_(5)
  65. {
  66. SubscribeToEvent(E_BEGINFRAME, 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. // Other subsystems may initialize themselves according to the number of threads.
  79. // Therefore allow creating the threads only once, after which the amount is fixed
  80. if (!threads_.Empty())
  81. return;
  82. // Start threads in paused mode
  83. Pause();
  84. for (unsigned i = 0; i < numThreads; ++i)
  85. {
  86. SharedPtr<WorkerThread> thread(new WorkerThread(this, i + 1));
  87. thread->Run();
  88. threads_.Push(thread);
  89. }
  90. }
  91. SharedPtr<WorkItem> WorkQueue::GetFreeItem()
  92. {
  93. if (poolItems_.Size() > 0)
  94. {
  95. SharedPtr<WorkItem> item = poolItems_.Front();
  96. poolItems_.PopFront();
  97. return item;
  98. }
  99. else
  100. {
  101. // No usable items found, create a new one set it as pooled and return it.
  102. SharedPtr<WorkItem> item(new WorkItem());
  103. item->pooled_ = true;
  104. return item;
  105. }
  106. }
  107. void WorkQueue::AddWorkItem(SharedPtr<WorkItem> item)
  108. {
  109. if (!item)
  110. {
  111. LOGERROR("Null work item submitted to the work queue");
  112. return;
  113. }
  114. // Check for duplicate items.
  115. assert(!workItems_.Contains(item));
  116. // Push to the main thread list to keep item alive
  117. // Clear completed flag in case item is reused
  118. workItems_.Push(item);
  119. item->completed_ = false;
  120. // Make sure worker threads' list is safe to modify
  121. if (threads_.Size() && !paused_)
  122. queueMutex_.Acquire();
  123. // Find position for new item
  124. if (queue_.Empty())
  125. queue_.Push(item);
  126. else
  127. {
  128. for (List<WorkItem*>::Iterator i = queue_.Begin(); i != queue_.End(); ++i)
  129. {
  130. if ((*i)->priority_ <= item->priority_)
  131. {
  132. queue_.Insert(i, item);
  133. break;
  134. }
  135. }
  136. }
  137. if (threads_.Size())
  138. {
  139. queueMutex_.Release();
  140. paused_ = false;
  141. }
  142. }
  143. bool WorkQueue::RemoveWorkItem(SharedPtr<WorkItem> item)
  144. {
  145. if (!item)
  146. return false;
  147. MutexLock lock(queueMutex_);
  148. // Can only remove successfully if the item was not yet taken by threads for execution
  149. List<WorkItem*>::Iterator i = queue_.Find(item.Get());
  150. if (i != queue_.End())
  151. {
  152. List<SharedPtr<WorkItem> >::Iterator j = workItems_.Find(item);
  153. if (j != workItems_.End())
  154. {
  155. queue_.Erase(i);
  156. ReturnToPool(item);
  157. workItems_.Erase(j);
  158. return true;
  159. }
  160. }
  161. return false;
  162. }
  163. unsigned WorkQueue::RemoveWorkItems(const Vector<SharedPtr<WorkItem> >& items)
  164. {
  165. MutexLock lock(queueMutex_);
  166. unsigned removed = 0;
  167. for (Vector<SharedPtr<WorkItem> >::ConstIterator i = items.Begin(); i != items.End(); ++i)
  168. {
  169. List<WorkItem*>::Iterator j = queue_.Find(i->Get());
  170. if (j != queue_.End())
  171. {
  172. List<SharedPtr<WorkItem> >::Iterator k = workItems_.Find(*i);
  173. if (k != workItems_.End())
  174. {
  175. queue_.Erase(j);
  176. ReturnToPool(*k);
  177. workItems_.Erase(k);
  178. ++removed;
  179. }
  180. }
  181. }
  182. return removed;
  183. }
  184. void WorkQueue::Pause()
  185. {
  186. if (!paused_)
  187. {
  188. pausing_ = true;
  189. queueMutex_.Acquire();
  190. paused_ = true;
  191. pausing_ = false;
  192. }
  193. }
  194. void WorkQueue::Resume()
  195. {
  196. if (paused_)
  197. {
  198. queueMutex_.Release();
  199. paused_ = false;
  200. }
  201. }
  202. void WorkQueue::Complete(unsigned priority)
  203. {
  204. completing_ = true;
  205. if (threads_.Size())
  206. {
  207. Resume();
  208. // Take work items also in the main thread until queue empty or no high-priority items anymore
  209. while (!queue_.Empty())
  210. {
  211. queueMutex_.Acquire();
  212. if (!queue_.Empty() && queue_.Front()->priority_ >= priority)
  213. {
  214. WorkItem* item = queue_.Front();
  215. queue_.PopFront();
  216. queueMutex_.Release();
  217. item->workFunction_(item, 0);
  218. item->completed_ = true;
  219. }
  220. else
  221. {
  222. queueMutex_.Release();
  223. break;
  224. }
  225. }
  226. // Wait for threaded work to complete
  227. while (!IsCompleted(priority))
  228. {
  229. }
  230. // If no work at all remaining, pause worker threads by leaving the mutex locked
  231. if (queue_.Empty())
  232. Pause();
  233. }
  234. else
  235. {
  236. // No worker threads: ensure all high-priority items are completed in the main thread
  237. while (!queue_.Empty() && queue_.Front()->priority_ >= priority)
  238. {
  239. WorkItem* item = queue_.Front();
  240. queue_.PopFront();
  241. item->workFunction_(item, 0);
  242. item->completed_ = true;
  243. }
  244. }
  245. PurgeCompleted(priority);
  246. completing_ = false;
  247. }
  248. bool WorkQueue::IsCompleted(unsigned priority) const
  249. {
  250. for (List<SharedPtr<WorkItem> >::ConstIterator i = workItems_.Begin(); i != workItems_.End(); ++i)
  251. {
  252. if ((*i)->priority_ >= priority && !(*i)->completed_)
  253. return false;
  254. }
  255. return true;
  256. }
  257. void WorkQueue::ProcessItems(unsigned threadIndex)
  258. {
  259. bool wasActive = false;
  260. for (;;)
  261. {
  262. if (shutDown_)
  263. return;
  264. if (pausing_ && !wasActive)
  265. Time::Sleep(0);
  266. else
  267. {
  268. queueMutex_.Acquire();
  269. if (!queue_.Empty())
  270. {
  271. wasActive = true;
  272. WorkItem* item = queue_.Front();
  273. queue_.PopFront();
  274. queueMutex_.Release();
  275. item->workFunction_(item, threadIndex);
  276. item->completed_ = true;
  277. }
  278. else
  279. {
  280. wasActive = false;
  281. queueMutex_.Release();
  282. Time::Sleep(0);
  283. }
  284. }
  285. }
  286. }
  287. void WorkQueue::PurgeCompleted(unsigned priority)
  288. {
  289. // Purge completed work items and send completion events. Do not signal items lower than priority threshold,
  290. // as those may be user submitted and lead to eg. scene manipulation that could happen in the middle of the
  291. // render update, which is not allowed
  292. for (List<SharedPtr<WorkItem> >::Iterator i = workItems_.Begin(); i != workItems_.End();)
  293. {
  294. if ((*i)->completed_ && (*i)->priority_ >= priority)
  295. {
  296. if ((*i)->sendEvent_)
  297. {
  298. using namespace WorkItemCompleted;
  299. VariantMap& eventData = GetEventDataMap();
  300. eventData[P_ITEM] = i->Get();
  301. SendEvent(E_WORKITEMCOMPLETED, eventData);
  302. }
  303. ReturnToPool(*i);
  304. i = workItems_.Erase(i);
  305. }
  306. else
  307. ++i;
  308. }
  309. }
  310. void WorkQueue::PurgePool()
  311. {
  312. unsigned currentSize = poolItems_.Size();
  313. int difference = lastSize_ - currentSize;
  314. // Difference tolerance, should be fairly significant to reduce the pool size.
  315. for (unsigned i = 0; poolItems_.Size() > 0 && difference > tolerance_ && i < (unsigned)difference; i++)
  316. poolItems_.PopFront();
  317. lastSize_ = currentSize;
  318. }
  319. void WorkQueue::ReturnToPool(SharedPtr<WorkItem>& item)
  320. {
  321. // Check if this was a pooled item and set it to usable
  322. if (item->pooled_)
  323. {
  324. // Reset the values to their defaults. This should
  325. // be safe to do here as the completed event has
  326. // already been handled and this is part of the
  327. // internal pool.
  328. item->start_ = 0;
  329. item->end_ = 0;
  330. item->aux_ = 0;
  331. item->workFunction_ = 0;
  332. item->priority_ = M_MAX_UNSIGNED;
  333. item->sendEvent_ = false;
  334. item->completed_ = false;
  335. poolItems_.Push(item);
  336. }
  337. }
  338. void WorkQueue::HandleBeginFrame(StringHash eventType, VariantMap& eventData)
  339. {
  340. // If no worker threads, complete low-priority work here
  341. if (threads_.Empty() && !queue_.Empty())
  342. {
  343. PROFILE(CompleteWorkNonthreaded);
  344. HiresTimer timer;
  345. while (!queue_.Empty() && timer.GetUSec(false) < maxNonThreadedWorkMs_ * 1000)
  346. {
  347. WorkItem* item = queue_.Front();
  348. queue_.PopFront();
  349. item->workFunction_(item, 0);
  350. item->completed_ = true;
  351. }
  352. }
  353. // Complete and signal items down to the lowest priority
  354. PurgeCompleted(0);
  355. PurgePool();
  356. }
  357. }