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- //
- // 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.
- //
- #include "Precompiled.h"
- #include "CoreEvents.h"
- #include "ProcessUtils.h"
- #include "Profiler.h"
- #include "Thread.h"
- #include "Timer.h"
- #include "WorkQueue.h"
- namespace Urho3D
- {
- const unsigned MAX_NONTHREADED_WORK_USEC = 1000;
- /// 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)
- {
- SubscribeToEvent(E_BEGINFRAME, 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)
- {
- // 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);
- }
- }
- void WorkQueue::AddWorkItem(const WorkItem& item)
- {
- // Push to the main thread list to keep item alive
- // Clear completed flag in case item is reused
- workItems_.Push(item);
- WorkItem* itemPtr = &workItems_.Back();
- itemPtr->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(itemPtr);
- else
- {
- for (List<WorkItem*>::Iterator i = queue_.Begin(); i != queue_.End(); ++i)
- {
- if ((*i)->priority_ <= itemPtr->priority_)
- {
- queue_.Insert(i, itemPtr);
- break;
- }
- }
- }
-
- if (threads_.Size())
- {
- queueMutex_.Release();
- paused_ = false;
- }
- }
- 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)
- {
- 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();
- }
- bool WorkQueue::IsCompleted(unsigned priority) const
- {
- for (List<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()
- {
- using namespace WorkItemCompleted;
-
- VariantMap& eventData = GetEventDataMap();
-
- // Purge completed work items and send completion events.
- for (List<WorkItem>::Iterator i = workItems_.Begin(); i != workItems_.End();)
- {
- if (i->completed_)
- {
- if (i->sendEvent_)
- {
- eventData[P_ITEM] = (void*)(&(*i));
- SendEvent(E_WORKITEMCOMPLETED, eventData);
- }
-
- i = workItems_.Erase(i);
- }
- else
- ++i;
- }
- }
- 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) < MAX_NONTHREADED_WORK_USEC)
- {
- WorkItem* item = queue_.Front();
- queue_.PopFront();
- item->workFunction_(item, 0);
- item->completed_ = true;
- }
- }
-
- PurgeCompleted();
- }
- }
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