// // Copyright (c) 2008-2014 the Urho3D project. // // 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. // #pragma once #include "List.h" #include "Mutex.h" #include "Object.h" namespace Urho3D { /// Work item completed event. EVENT(E_WORKITEMCOMPLETED, WorkItemCompleted) { PARAM(P_ITEM, Item); // WorkItem ptr } class WorkerThread; /// Work queue item. struct WorkItem : public RefCounted { friend class WorkQueue; public: // Construct WorkItem() : priority_(0), sendEvent_(false), completed_(false), pooled_(false) { } /// Work function. Called with the work item and thread index (0 = main thread) as parameters. void (*workFunction_)(const WorkItem*, unsigned); /// Data start pointer. void* start_; /// Data end pointer. void* end_; /// Auxiliary data pointer. void* aux_; /// Priority. Higher value = will be completed first. unsigned priority_; /// Whether to send event on completion. bool sendEvent_; /// Completed flag. volatile bool completed_; private: bool pooled_; }; /// Work queue subsystem for multithreading. class URHO3D_API WorkQueue : public Object { OBJECT(WorkQueue); friend class WorkerThread; public: /// Construct. WorkQueue(Context* context); /// Destruct. ~WorkQueue(); /// Create worker threads. Can only be called once. void CreateThreads(unsigned numThreads); /// Get pointer to an usable WorkItem from the item pool. Allocate one if no more free items. SharedPtr GetFreeItem(); /// Add a work item and resume worker threads. void AddWorkItem(SharedPtr item); /// Pause worker threads. void Pause(); /// Resume worker threads. void Resume(); /// Finish all queued work which has at least the specified priority. Main thread will also execute priority work. Pause worker threads if no more work remains. void Complete(unsigned priority); /// Set the pool telerance before it starts deleting pool items. void SetTolerance(int tolerance) { tolerance_ = tolerance; } /// Set how many milliseconds maximum per frame to spend on low-priority work, when there are no worker threads. void SetNonThreadedWorkMs(int ms) { maxNonThreadedWorkMs_ = Max(ms, 1); } /// Return number of worker threads. unsigned GetNumThreads() const { return threads_.Size(); } /// Return whether all work with at least the specified priority is finished. bool IsCompleted(unsigned priority) const; /// Return the pool tolerance. int GetTolerance() const { return tolerance_; } /// Return how many milliseconds maximum to spend on non-threaded low-priority work. int GetNonThreadedWorkMs() const { return maxNonThreadedWorkMs_; } private: /// Process work items until shut down. Called by the worker threads. void ProcessItems(unsigned threadIndex); /// Purge completed work items which have at least the specified priority, and send completion events as necessary. void PurgeCompleted(unsigned priority); /// Purge the pool to reduce allocation where its unneeded. void PurgePool(); /// Handle frame start event. Purge completed work from the main thread queue, and perform work if no threads at all. void HandleBeginFrame(StringHash eventType, VariantMap& eventData); /// Worker threads. Vector > threads_; /// Work item pool for reuse to cut down on allocation. The bool is a flag for item pooling and whether it is available or not. List > poolItems_; /// Work item collection. Accessed only by the main thread. List > workItems_; /// Work item prioritized queue for worker threads. Pointers are guaranteed to be valid (point to workItems.) List queue_; /// Worker queue mutex. Mutex queueMutex_; /// Shutting down flag. volatile bool shutDown_; /// Pausing flag. Indicates the worker threads should not contend for the queue mutex. volatile bool pausing_; /// Paused flag. Indicates the queue mutex being locked to prevent worker threads using up CPU time. bool paused_; /// Tolerance for the shared pool before it begins to deallocate. int tolerance_; /// Last size of the shared pool. unsigned lastSize_; /// Maximum milliseconds per frame to spend on low-priority work, when there are no worker threads. int maxNonThreadedWorkMs_; }; }