WorkQueue.cpp 10 KB

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  1. // Copyright (c) 2008-2022 the Urho3D project
  2. // License: MIT
  3. #include "../Precompiled.h"
  4. #include "../Core/CoreEvents.h"
  5. #include "../Core/ProcessUtils.h"
  6. #include "../Core/Profiler.h"
  7. #include "../Core/WorkQueue.h"
  8. #include "../IO/Log.h"
  9. namespace Urho3D
  10. {
  11. /// Worker thread managed by the work queue.
  12. class WorkerThread : public Thread, public RefCounted
  13. {
  14. public:
  15. /// Construct.
  16. WorkerThread(WorkQueue* owner, unsigned index) :
  17. owner_(owner),
  18. index_(index)
  19. {
  20. }
  21. /// Process work items until stopped.
  22. void ThreadFunction() override
  23. {
  24. #ifdef URHO3D_TRACY_PROFILING
  25. String name;
  26. name.AppendWithFormat("WorkerThread #%d", index_);
  27. URHO3D_PROFILE_THREAD(name.CString());
  28. #endif
  29. // Init FPU state first
  30. InitFPU();
  31. owner_->ProcessItems(index_);
  32. }
  33. /// Return thread index.
  34. unsigned GetIndex() const { return index_; }
  35. private:
  36. /// Work queue.
  37. WorkQueue* owner_;
  38. /// Thread index.
  39. unsigned index_;
  40. };
  41. WorkQueue::WorkQueue(Context* context) :
  42. Object(context),
  43. shutDown_(false),
  44. pausing_(false),
  45. paused_(false),
  46. completing_(false),
  47. tolerance_(10),
  48. lastSize_(0),
  49. maxNonThreadedWorkMs_(5)
  50. {
  51. SubscribeToEvent(E_BEGINFRAME, URHO3D_HANDLER(WorkQueue, HandleBeginFrame));
  52. }
  53. WorkQueue::~WorkQueue()
  54. {
  55. // Stop the worker threads. First make sure they are not waiting for work items
  56. shutDown_ = true;
  57. Resume();
  58. for (unsigned i = 0; i < threads_.Size(); ++i)
  59. threads_[i]->Stop();
  60. }
  61. void WorkQueue::CreateThreads(unsigned numThreads)
  62. {
  63. #ifdef URHO3D_THREADING
  64. // Other subsystems may initialize themselves according to the number of threads.
  65. // Therefore allow creating the threads only once, after which the amount is fixed
  66. if (!threads_.Empty())
  67. return;
  68. // Start threads in paused mode
  69. Pause();
  70. for (unsigned i = 0; i < numThreads; ++i)
  71. {
  72. SharedPtr<WorkerThread> thread(new WorkerThread(this, i + 1));
  73. thread->Run();
  74. threads_.Push(thread);
  75. }
  76. #else
  77. URHO3D_LOGERROR("Can not create worker threads as threading is disabled");
  78. #endif
  79. }
  80. SharedPtr<WorkItem> WorkQueue::GetFreeItem()
  81. {
  82. if (poolItems_.Size() > 0)
  83. {
  84. SharedPtr<WorkItem> item = poolItems_.Front();
  85. poolItems_.PopFront();
  86. return item;
  87. }
  88. else
  89. {
  90. // No usable items found, create a new one set it as pooled and return it.
  91. SharedPtr<WorkItem> item(new WorkItem());
  92. item->pooled_ = true;
  93. return item;
  94. }
  95. }
  96. void WorkQueue::AddWorkItem(const SharedPtr<WorkItem>& item)
  97. {
  98. if (!item)
  99. {
  100. URHO3D_LOGERROR("Null work item submitted to the work queue");
  101. return;
  102. }
  103. // Check for duplicate items.
  104. assert(!workItems_.Contains(item));
  105. // Push to the main thread list to keep item alive
  106. // Clear completed flag in case item is reused
  107. workItems_.Push(item);
  108. item->completed_ = false;
  109. // Make sure worker threads' list is safe to modify
  110. if (threads_.Size() && !paused_)
  111. queueMutex_.Acquire();
  112. // Find position for new item
  113. if (queue_.Empty())
  114. queue_.Push(item);
  115. else
  116. {
  117. bool inserted = false;
  118. for (List<WorkItem*>::Iterator i = queue_.Begin(); i != queue_.End(); ++i)
  119. {
  120. if ((*i)->priority_ <= item->priority_)
  121. {
  122. queue_.Insert(i, item);
  123. inserted = true;
  124. break;
  125. }
  126. }
  127. if (!inserted)
  128. queue_.Push(item);
  129. }
  130. if (threads_.Size())
  131. {
  132. queueMutex_.Release();
  133. paused_ = false;
  134. }
  135. }
  136. bool WorkQueue::RemoveWorkItem(SharedPtr<WorkItem> item)
  137. {
  138. if (!item)
  139. return false;
  140. MutexLock lock(queueMutex_);
  141. // Can only remove successfully if the item was not yet taken by threads for execution
  142. List<WorkItem*>::Iterator i = queue_.Find(item.Get());
  143. if (i != queue_.End())
  144. {
  145. List<SharedPtr<WorkItem>>::Iterator j = workItems_.Find(item);
  146. if (j != workItems_.End())
  147. {
  148. queue_.Erase(i);
  149. ReturnToPool(item);
  150. workItems_.Erase(j);
  151. return true;
  152. }
  153. }
  154. return false;
  155. }
  156. unsigned WorkQueue::RemoveWorkItems(const Vector<SharedPtr<WorkItem>>& items)
  157. {
  158. MutexLock lock(queueMutex_);
  159. unsigned removed = 0;
  160. for (Vector<SharedPtr<WorkItem>>::ConstIterator i = items.Begin(); i != items.End(); ++i)
  161. {
  162. List<WorkItem*>::Iterator j = queue_.Find(i->Get());
  163. if (j != queue_.End())
  164. {
  165. List<SharedPtr<WorkItem>>::Iterator k = workItems_.Find(*i);
  166. if (k != workItems_.End())
  167. {
  168. queue_.Erase(j);
  169. ReturnToPool(*k);
  170. workItems_.Erase(k);
  171. ++removed;
  172. }
  173. }
  174. }
  175. return removed;
  176. }
  177. void WorkQueue::Pause()
  178. {
  179. if (!paused_)
  180. {
  181. pausing_ = true;
  182. queueMutex_.Acquire();
  183. paused_ = true;
  184. pausing_ = false;
  185. }
  186. }
  187. void WorkQueue::Resume()
  188. {
  189. if (paused_)
  190. {
  191. queueMutex_.Release();
  192. paused_ = false;
  193. }
  194. }
  195. void WorkQueue::Complete(unsigned priority)
  196. {
  197. completing_ = true;
  198. if (threads_.Size())
  199. {
  200. Resume();
  201. // Take work items also in the main thread until queue empty or no high-priority items anymore
  202. while (!queue_.Empty())
  203. {
  204. queueMutex_.Acquire();
  205. if (!queue_.Empty() && queue_.Front()->priority_ >= priority)
  206. {
  207. WorkItem* item = queue_.Front();
  208. queue_.PopFront();
  209. queueMutex_.Release();
  210. item->workFunction_(item, 0);
  211. item->completed_ = true;
  212. }
  213. else
  214. {
  215. queueMutex_.Release();
  216. break;
  217. }
  218. }
  219. // Wait for threaded work to complete
  220. while (!IsCompleted(priority))
  221. {
  222. }
  223. // If no work at all remaining, pause worker threads by leaving the mutex locked
  224. if (queue_.Empty())
  225. Pause();
  226. }
  227. else
  228. {
  229. // No worker threads: ensure all high-priority items are completed in the main thread
  230. while (!queue_.Empty() && queue_.Front()->priority_ >= priority)
  231. {
  232. WorkItem* item = queue_.Front();
  233. queue_.PopFront();
  234. item->workFunction_(item, 0);
  235. item->completed_ = true;
  236. }
  237. }
  238. PurgeCompleted(priority);
  239. completing_ = false;
  240. }
  241. bool WorkQueue::IsCompleted(unsigned priority) const
  242. {
  243. for (List<SharedPtr<WorkItem>>::ConstIterator i = workItems_.Begin(); i != workItems_.End(); ++i)
  244. {
  245. if ((*i)->priority_ >= priority && !(*i)->completed_)
  246. return false;
  247. }
  248. return true;
  249. }
  250. void WorkQueue::ProcessItems(unsigned threadIndex)
  251. {
  252. bool wasActive = false;
  253. for (;;)
  254. {
  255. if (shutDown_)
  256. return;
  257. if (pausing_ && !wasActive)
  258. Time::Sleep(0);
  259. else
  260. {
  261. queueMutex_.Acquire();
  262. if (!queue_.Empty())
  263. {
  264. wasActive = true;
  265. WorkItem* item = queue_.Front();
  266. queue_.PopFront();
  267. queueMutex_.Release();
  268. item->workFunction_(item, threadIndex);
  269. item->completed_ = true;
  270. }
  271. else
  272. {
  273. wasActive = false;
  274. queueMutex_.Release();
  275. Time::Sleep(0);
  276. }
  277. }
  278. }
  279. }
  280. void WorkQueue::PurgeCompleted(unsigned priority)
  281. {
  282. // Purge completed work items and send completion events. Do not signal items lower than priority threshold,
  283. // as those may be user submitted and lead to eg. scene manipulation that could happen in the middle of the
  284. // render update, which is not allowed
  285. for (List<SharedPtr<WorkItem>>::Iterator i = workItems_.Begin(); i != workItems_.End();)
  286. {
  287. if ((*i)->completed_ && (*i)->priority_ >= priority)
  288. {
  289. if ((*i)->sendEvent_)
  290. {
  291. using namespace WorkItemCompleted;
  292. VariantMap& eventData = GetEventDataMap();
  293. eventData[P_ITEM] = i->Get();
  294. SendEvent(E_WORKITEMCOMPLETED, eventData);
  295. }
  296. ReturnToPool(*i);
  297. i = workItems_.Erase(i);
  298. }
  299. else
  300. ++i;
  301. }
  302. }
  303. void WorkQueue::PurgePool()
  304. {
  305. unsigned currentSize = poolItems_.Size();
  306. int difference = lastSize_ - currentSize;
  307. // Difference tolerance, should be fairly significant to reduce the pool size.
  308. for (unsigned i = 0; poolItems_.Size() > 0 && difference > tolerance_ && i < (unsigned)difference; i++)
  309. poolItems_.PopFront();
  310. lastSize_ = currentSize;
  311. }
  312. void WorkQueue::ReturnToPool(SharedPtr<WorkItem>& item)
  313. {
  314. // Check if this was a pooled item and set it to usable
  315. if (item->pooled_)
  316. {
  317. // Reset the values to their defaults. This should
  318. // be safe to do here as the completed event has
  319. // already been handled and this is part of the
  320. // internal pool.
  321. item->start_ = nullptr;
  322. item->end_ = nullptr;
  323. item->aux_ = nullptr;
  324. item->workFunction_ = nullptr;
  325. item->priority_ = M_MAX_UNSIGNED;
  326. item->sendEvent_ = false;
  327. item->completed_ = false;
  328. poolItems_.Push(item);
  329. }
  330. }
  331. void WorkQueue::HandleBeginFrame(StringHash eventType, VariantMap& eventData)
  332. {
  333. // If no worker threads, complete low-priority work here
  334. if (threads_.Empty() && !queue_.Empty())
  335. {
  336. URHO3D_PROFILE(CompleteWorkNonthreaded);
  337. HiresTimer timer;
  338. while (!queue_.Empty() && timer.GetUSec(false) < maxNonThreadedWorkMs_ * 1000LL)
  339. {
  340. WorkItem* item = queue_.Front();
  341. queue_.PopFront();
  342. item->workFunction_(item, 0);
  343. item->completed_ = true;
  344. }
  345. }
  346. // Complete and signal items down to the lowest priority
  347. PurgeCompleted(0);
  348. PurgePool();
  349. }
  350. }