// // Urho3D Engine // Copyright (c) 2008-2012 Lasse Öörni // // 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" #include "Signal.h" class WorkerThread; /// Work queue item. struct WorkItem { /// 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_; }; /// Work queue subsystem for multithreading. class 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); /// Add a work item and resume work. If no threads, will process it immediately. void AddWorkItem(const WorkItem& item); /// Pause work. void Pause(); /// Resume work. void Resume(); /// Finish all queued work, then pause. void Complete(); /// Return number of worker threads. unsigned GetNumThreads() const { return threads_.Size(); } /// Return whether all work is completed. bool IsCompleted() const; private: /// Process work items until shut down. Called by the worker threads. void ProcessItems(unsigned threadIndex); /// Worker threads. Vector > threads_; /// Work item queue. List queue_; /// Queue mutex. Mutex queueMutex_; /// Number of threads working on an item. volatile unsigned numActive_; /// 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_; };