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- //
- // Copyright (c) 2008-2015 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.
- //
- #include "../Precompiled.h"
- #include "../Core/CoreEvents.h"
- #include "../Core/ProcessUtils.h"
- #include "../Core/Profiler.h"
- #include "../Core/WorkQueue.h"
- #include "../IO/Log.h"
- namespace Urho3D
- {
- /// Worker thread managed by the work queue.
- class WorkerThread : public Thread, public RefCounted
- {
- public:
- /// Construct.
- WorkerThread(WorkQueue* owner, unsigned index) :
- owner_(owner),
- index_(index)
- {
- }
- /// Process work items until stopped.
- virtual void ThreadFunction()
- {
- // Init FPU state first
- InitFPU();
- owner_->ProcessItems(index_);
- }
- /// Return thread index.
- unsigned GetIndex() const { return index_; }
- private:
- /// Work queue.
- WorkQueue* owner_;
- /// Thread index.
- unsigned index_;
- };
- WorkQueue::WorkQueue(Context* context) :
- Object(context),
- shutDown_(false),
- pausing_(false),
- paused_(false),
- completing_(false),
- tolerance_(10),
- lastSize_(0),
- maxNonThreadedWorkMs_(5)
- {
- SubscribeToEvent(E_BEGINFRAME, URHO3D_HANDLER(WorkQueue, HandleBeginFrame));
- }
- WorkQueue::~WorkQueue()
- {
- // Stop the worker threads. First make sure they are not waiting for work items
- shutDown_ = true;
- Resume();
- for (unsigned i = 0; i < threads_.Size(); ++i)
- threads_[i]->Stop();
- }
- void WorkQueue::CreateThreads(unsigned numThreads)
- {
- #ifdef URHO3D_THREADING
- // Other subsystems may initialize themselves according to the number of threads.
- // Therefore allow creating the threads only once, after which the amount is fixed
- if (!threads_.Empty())
- return;
- // Start threads in paused mode
- Pause();
- for (unsigned i = 0; i < numThreads; ++i)
- {
- SharedPtr<WorkerThread> thread(new WorkerThread(this, i + 1));
- thread->Run();
- threads_.Push(thread);
- }
- #else
- LOGERROR("Can not create worker threads as threading is disabled");
- #endif
- }
- SharedPtr<WorkItem> WorkQueue::GetFreeItem()
- {
- if (poolItems_.Size() > 0)
- {
- SharedPtr<WorkItem> item = poolItems_.Front();
- poolItems_.PopFront();
- return item;
- }
- else
- {
- // No usable items found, create a new one set it as pooled and return it.
- SharedPtr<WorkItem> item(new WorkItem());
- item->pooled_ = true;
- return item;
- }
- }
- void WorkQueue::AddWorkItem(SharedPtr<WorkItem> item)
- {
- if (!item)
- {
- LOGERROR("Null work item submitted to the work queue");
- return;
- }
- // Check for duplicate items.
- assert(!workItems_.Contains(item));
- // Push to the main thread list to keep item alive
- // Clear completed flag in case item is reused
- workItems_.Push(item);
- item->completed_ = false;
- // Make sure worker threads' list is safe to modify
- if (threads_.Size() && !paused_)
- queueMutex_.Acquire();
- // Find position for new item
- if (queue_.Empty())
- queue_.Push(item);
- else
- {
- for (List<WorkItem*>::Iterator i = queue_.Begin(); i != queue_.End(); ++i)
- {
- if ((*i)->priority_ <= item->priority_)
- {
- queue_.Insert(i, item);
- break;
- }
- }
- }
- if (threads_.Size())
- {
- queueMutex_.Release();
- paused_ = false;
- }
- }
- bool WorkQueue::RemoveWorkItem(SharedPtr<WorkItem> item)
- {
- if (!item)
- return false;
- MutexLock lock(queueMutex_);
- // Can only remove successfully if the item was not yet taken by threads for execution
- List<WorkItem*>::Iterator i = queue_.Find(item.Get());
- if (i != queue_.End())
- {
- List<SharedPtr<WorkItem> >::Iterator j = workItems_.Find(item);
- if (j != workItems_.End())
- {
- queue_.Erase(i);
- ReturnToPool(item);
- workItems_.Erase(j);
- return true;
- }
- }
- return false;
- }
- unsigned WorkQueue::RemoveWorkItems(const Vector<SharedPtr<WorkItem> >& items)
- {
- MutexLock lock(queueMutex_);
- unsigned removed = 0;
- for (Vector<SharedPtr<WorkItem> >::ConstIterator i = items.Begin(); i != items.End(); ++i)
- {
- List<WorkItem*>::Iterator j = queue_.Find(i->Get());
- if (j != queue_.End())
- {
- List<SharedPtr<WorkItem> >::Iterator k = workItems_.Find(*i);
- if (k != workItems_.End())
- {
- queue_.Erase(j);
- ReturnToPool(*k);
- workItems_.Erase(k);
- ++removed;
- }
- }
- }
- return removed;
- }
- void WorkQueue::Pause()
- {
- if (!paused_)
- {
- pausing_ = true;
- queueMutex_.Acquire();
- paused_ = true;
- pausing_ = false;
- }
- }
- void WorkQueue::Resume()
- {
- if (paused_)
- {
- queueMutex_.Release();
- paused_ = false;
- }
- }
- void WorkQueue::Complete(unsigned priority)
- {
- completing_ = true;
- if (threads_.Size())
- {
- Resume();
- // Take work items also in the main thread until queue empty or no high-priority items anymore
- while (!queue_.Empty())
- {
- queueMutex_.Acquire();
- if (!queue_.Empty() && queue_.Front()->priority_ >= priority)
- {
- WorkItem* item = queue_.Front();
- queue_.PopFront();
- queueMutex_.Release();
- item->workFunction_(item, 0);
- item->completed_ = true;
- }
- else
- {
- queueMutex_.Release();
- break;
- }
- }
- // Wait for threaded work to complete
- while (!IsCompleted(priority))
- {
- }
- // If no work at all remaining, pause worker threads by leaving the mutex locked
- if (queue_.Empty())
- Pause();
- }
- else
- {
- // No worker threads: ensure all high-priority items are completed in the main thread
- while (!queue_.Empty() && queue_.Front()->priority_ >= priority)
- {
- WorkItem* item = queue_.Front();
- queue_.PopFront();
- item->workFunction_(item, 0);
- item->completed_ = true;
- }
- }
- PurgeCompleted(priority);
- completing_ = false;
- }
- bool WorkQueue::IsCompleted(unsigned priority) const
- {
- for (List<SharedPtr<WorkItem> >::ConstIterator i = workItems_.Begin(); i != workItems_.End(); ++i)
- {
- if ((*i)->priority_ >= priority && !(*i)->completed_)
- return false;
- }
- return true;
- }
- void WorkQueue::ProcessItems(unsigned threadIndex)
- {
- bool wasActive = false;
- for (;;)
- {
- if (shutDown_)
- return;
- if (pausing_ && !wasActive)
- Time::Sleep(0);
- else
- {
- queueMutex_.Acquire();
- if (!queue_.Empty())
- {
- wasActive = true;
- WorkItem* item = queue_.Front();
- queue_.PopFront();
- queueMutex_.Release();
- item->workFunction_(item, threadIndex);
- item->completed_ = true;
- }
- else
- {
- wasActive = false;
- queueMutex_.Release();
- Time::Sleep(0);
- }
- }
- }
- }
- void WorkQueue::PurgeCompleted(unsigned priority)
- {
- // Purge completed work items and send completion events. Do not signal items lower than priority threshold,
- // as those may be user submitted and lead to eg. scene manipulation that could happen in the middle of the
- // render update, which is not allowed
- for (List<SharedPtr<WorkItem> >::Iterator i = workItems_.Begin(); i != workItems_.End();)
- {
- if ((*i)->completed_ && (*i)->priority_ >= priority)
- {
- if ((*i)->sendEvent_)
- {
- using namespace WorkItemCompleted;
- VariantMap& eventData = GetEventDataMap();
- eventData[P_ITEM] = i->Get();
- SendEvent(E_WORKITEMCOMPLETED, eventData);
- }
- ReturnToPool(*i);
- i = workItems_.Erase(i);
- }
- else
- ++i;
- }
- }
- void WorkQueue::PurgePool()
- {
- unsigned currentSize = poolItems_.Size();
- int difference = lastSize_ - currentSize;
- // Difference tolerance, should be fairly significant to reduce the pool size.
- for (unsigned i = 0; poolItems_.Size() > 0 && difference > tolerance_ && i < (unsigned)difference; i++)
- poolItems_.PopFront();
- lastSize_ = currentSize;
- }
- void WorkQueue::ReturnToPool(SharedPtr<WorkItem>& item)
- {
- // Check if this was a pooled item and set it to usable
- if (item->pooled_)
- {
- // Reset the values to their defaults. This should
- // be safe to do here as the completed event has
- // already been handled and this is part of the
- // internal pool.
- item->start_ = 0;
- item->end_ = 0;
- item->aux_ = 0;
- item->workFunction_ = 0;
- item->priority_ = M_MAX_UNSIGNED;
- item->sendEvent_ = false;
- item->completed_ = false;
- poolItems_.Push(item);
- }
- }
- void WorkQueue::HandleBeginFrame(StringHash eventType, VariantMap& eventData)
- {
- // If no worker threads, complete low-priority work here
- if (threads_.Empty() && !queue_.Empty())
- {
- PROFILE(CompleteWorkNonthreaded);
- HiresTimer timer;
- while (!queue_.Empty() && timer.GetUSec(false) < maxNonThreadedWorkMs_ * 1000)
- {
- WorkItem* item = queue_.Front();
- queue_.PopFront();
- item->workFunction_(item, 0);
- item->completed_ = true;
- }
- }
- // Complete and signal items down to the lowest priority
- PurgeCompleted(0);
- PurgePool();
- }
- }
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