WorkQueue.cpp 11 KB

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  1. //
  2. // Copyright (c) 2008-2015 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "../Precompiled.h"
  23. #include "../Core/CoreEvents.h"
  24. #include "../Core/ProcessUtils.h"
  25. #include "../Core/Profiler.h"
  26. #include "../Core/WorkQueue.h"
  27. #include "../IO/Log.h"
  28. namespace Urho3D
  29. {
  30. /// Worker thread managed by the work queue.
  31. class WorkerThread : public Thread, public RefCounted
  32. {
  33. public:
  34. /// Construct.
  35. WorkerThread(WorkQueue* owner, unsigned index) :
  36. owner_(owner),
  37. index_(index)
  38. {
  39. }
  40. /// Process work items until stopped.
  41. virtual void ThreadFunction()
  42. {
  43. // Init FPU state first
  44. InitFPU();
  45. owner_->ProcessItems(index_);
  46. }
  47. /// Return thread index.
  48. unsigned GetIndex() const { return index_; }
  49. private:
  50. /// Work queue.
  51. WorkQueue* owner_;
  52. /// Thread index.
  53. unsigned index_;
  54. };
  55. WorkQueue::WorkQueue(Context* context) :
  56. Object(context),
  57. shutDown_(false),
  58. pausing_(false),
  59. paused_(false),
  60. completing_(false),
  61. tolerance_(10),
  62. lastSize_(0),
  63. maxNonThreadedWorkMs_(5)
  64. {
  65. SubscribeToEvent(E_BEGINFRAME, HANDLER(WorkQueue, HandleBeginFrame));
  66. }
  67. WorkQueue::~WorkQueue()
  68. {
  69. // Stop the worker threads. First make sure they are not waiting for work items
  70. shutDown_ = true;
  71. Resume();
  72. for (unsigned i = 0; i < threads_.Size(); ++i)
  73. threads_[i]->Stop();
  74. }
  75. void WorkQueue::CreateThreads(unsigned numThreads)
  76. {
  77. // Other subsystems may initialize themselves according to the number of threads.
  78. // Therefore allow creating the threads only once, after which the amount is fixed
  79. if (!threads_.Empty())
  80. return;
  81. // Start threads in paused mode
  82. Pause();
  83. for (unsigned i = 0; i < numThreads; ++i)
  84. {
  85. SharedPtr<WorkerThread> thread(new WorkerThread(this, i + 1));
  86. thread->Run();
  87. threads_.Push(thread);
  88. }
  89. }
  90. SharedPtr<WorkItem> WorkQueue::GetFreeItem()
  91. {
  92. if (poolItems_.Size() > 0)
  93. {
  94. SharedPtr<WorkItem> item = poolItems_.Front();
  95. poolItems_.PopFront();
  96. return item;
  97. }
  98. else
  99. {
  100. // No usable items found, create a new one set it as pooled and return it.
  101. SharedPtr<WorkItem> item(new WorkItem());
  102. item->pooled_ = true;
  103. return item;
  104. }
  105. }
  106. void WorkQueue::AddWorkItem(SharedPtr<WorkItem> item)
  107. {
  108. if (!item)
  109. {
  110. LOGERROR("Null work item submitted to the work queue");
  111. return;
  112. }
  113. // Check for duplicate items.
  114. assert(!workItems_.Contains(item));
  115. // Push to the main thread list to keep item alive
  116. // Clear completed flag in case item is reused
  117. workItems_.Push(item);
  118. item->completed_ = false;
  119. // Make sure worker threads' list is safe to modify
  120. if (threads_.Size() && !paused_)
  121. queueMutex_.Acquire();
  122. // Find position for new item
  123. if (queue_.Empty())
  124. queue_.Push(item);
  125. else
  126. {
  127. for (List<WorkItem*>::Iterator i = queue_.Begin(); i != queue_.End(); ++i)
  128. {
  129. if ((*i)->priority_ <= item->priority_)
  130. {
  131. queue_.Insert(i, item);
  132. break;
  133. }
  134. }
  135. }
  136. if (threads_.Size())
  137. {
  138. queueMutex_.Release();
  139. paused_ = false;
  140. }
  141. }
  142. bool WorkQueue::RemoveWorkItem(SharedPtr<WorkItem> item)
  143. {
  144. if (!item)
  145. return false;
  146. MutexLock lock(queueMutex_);
  147. // Can only remove successfully if the item was not yet taken by threads for execution
  148. List<WorkItem*>::Iterator i = queue_.Find(item.Get());
  149. if (i != queue_.End())
  150. {
  151. List<SharedPtr<WorkItem> >::Iterator j = workItems_.Find(item);
  152. if (j != workItems_.End())
  153. {
  154. queue_.Erase(i);
  155. ReturnToPool(item);
  156. workItems_.Erase(j);
  157. return true;
  158. }
  159. }
  160. return false;
  161. }
  162. unsigned WorkQueue::RemoveWorkItems(const Vector<SharedPtr<WorkItem> >& items)
  163. {
  164. MutexLock lock(queueMutex_);
  165. unsigned removed = 0;
  166. for (Vector<SharedPtr<WorkItem> >::ConstIterator i = items.Begin(); i != items.End(); ++i)
  167. {
  168. List<WorkItem*>::Iterator j = queue_.Find(i->Get());
  169. if (j != queue_.End())
  170. {
  171. List<SharedPtr<WorkItem> >::Iterator k = workItems_.Find(*i);
  172. if (k != workItems_.End())
  173. {
  174. queue_.Erase(j);
  175. ReturnToPool(*k);
  176. workItems_.Erase(k);
  177. ++removed;
  178. }
  179. }
  180. }
  181. return removed;
  182. }
  183. void WorkQueue::Pause()
  184. {
  185. if (!paused_)
  186. {
  187. pausing_ = true;
  188. queueMutex_.Acquire();
  189. paused_ = true;
  190. pausing_ = false;
  191. }
  192. }
  193. void WorkQueue::Resume()
  194. {
  195. if (paused_)
  196. {
  197. queueMutex_.Release();
  198. paused_ = false;
  199. }
  200. }
  201. void WorkQueue::Complete(unsigned priority)
  202. {
  203. completing_ = true;
  204. if (threads_.Size())
  205. {
  206. Resume();
  207. // Take work items also in the main thread until queue empty or no high-priority items anymore
  208. while (!queue_.Empty())
  209. {
  210. queueMutex_.Acquire();
  211. if (!queue_.Empty() && queue_.Front()->priority_ >= priority)
  212. {
  213. WorkItem* item = queue_.Front();
  214. queue_.PopFront();
  215. queueMutex_.Release();
  216. item->workFunction_(item, 0);
  217. item->completed_ = true;
  218. }
  219. else
  220. {
  221. queueMutex_.Release();
  222. break;
  223. }
  224. }
  225. // Wait for threaded work to complete
  226. while (!IsCompleted(priority))
  227. {
  228. }
  229. // If no work at all remaining, pause worker threads by leaving the mutex locked
  230. if (queue_.Empty())
  231. Pause();
  232. }
  233. else
  234. {
  235. // No worker threads: ensure all high-priority items are completed in the main thread
  236. while (!queue_.Empty() && queue_.Front()->priority_ >= priority)
  237. {
  238. WorkItem* item = queue_.Front();
  239. queue_.PopFront();
  240. item->workFunction_(item, 0);
  241. item->completed_ = true;
  242. }
  243. }
  244. PurgeCompleted(priority);
  245. completing_ = false;
  246. }
  247. bool WorkQueue::IsCompleted(unsigned priority) const
  248. {
  249. for (List<SharedPtr<WorkItem> >::ConstIterator i = workItems_.Begin(); i != workItems_.End(); ++i)
  250. {
  251. if ((*i)->priority_ >= priority && !(*i)->completed_)
  252. return false;
  253. }
  254. return true;
  255. }
  256. void WorkQueue::ProcessItems(unsigned threadIndex)
  257. {
  258. bool wasActive = false;
  259. for (;;)
  260. {
  261. if (shutDown_)
  262. return;
  263. if (pausing_ && !wasActive)
  264. Time::Sleep(0);
  265. else
  266. {
  267. queueMutex_.Acquire();
  268. if (!queue_.Empty())
  269. {
  270. wasActive = true;
  271. WorkItem* item = queue_.Front();
  272. queue_.PopFront();
  273. queueMutex_.Release();
  274. item->workFunction_(item, threadIndex);
  275. item->completed_ = true;
  276. }
  277. else
  278. {
  279. wasActive = false;
  280. queueMutex_.Release();
  281. Time::Sleep(0);
  282. }
  283. }
  284. }
  285. }
  286. void WorkQueue::PurgeCompleted(unsigned priority)
  287. {
  288. // Purge completed work items and send completion events. Do not signal items lower than priority threshold,
  289. // as those may be user submitted and lead to eg. scene manipulation that could happen in the middle of the
  290. // render update, which is not allowed
  291. for (List<SharedPtr<WorkItem> >::Iterator i = workItems_.Begin(); i != workItems_.End();)
  292. {
  293. if ((*i)->completed_ && (*i)->priority_ >= priority)
  294. {
  295. if ((*i)->sendEvent_)
  296. {
  297. using namespace WorkItemCompleted;
  298. VariantMap& eventData = GetEventDataMap();
  299. eventData[P_ITEM] = i->Get();
  300. SendEvent(E_WORKITEMCOMPLETED, eventData);
  301. }
  302. ReturnToPool(*i);
  303. i = workItems_.Erase(i);
  304. }
  305. else
  306. ++i;
  307. }
  308. }
  309. void WorkQueue::PurgePool()
  310. {
  311. unsigned currentSize = poolItems_.Size();
  312. int difference = lastSize_ - currentSize;
  313. // Difference tolerance, should be fairly significant to reduce the pool size.
  314. for (unsigned i = 0; poolItems_.Size() > 0 && difference > tolerance_ && i < (unsigned)difference; i++)
  315. poolItems_.PopFront();
  316. lastSize_ = currentSize;
  317. }
  318. void WorkQueue::ReturnToPool(SharedPtr<WorkItem>& item)
  319. {
  320. // Check if this was a pooled item and set it to usable
  321. if (item->pooled_)
  322. {
  323. // Reset the values to their defaults. This should
  324. // be safe to do here as the completed event has
  325. // already been handled and this is part of the
  326. // internal pool.
  327. item->start_ = 0;
  328. item->end_ = 0;
  329. item->aux_ = 0;
  330. item->workFunction_ = 0;
  331. item->priority_ = M_MAX_UNSIGNED;
  332. item->sendEvent_ = false;
  333. item->completed_ = false;
  334. poolItems_.Push(item);
  335. }
  336. }
  337. void WorkQueue::HandleBeginFrame(StringHash eventType, VariantMap& eventData)
  338. {
  339. // If no worker threads, complete low-priority work here
  340. if (threads_.Empty() && !queue_.Empty())
  341. {
  342. PROFILE(CompleteWorkNonthreaded);
  343. HiresTimer timer;
  344. while (!queue_.Empty() && timer.GetUSec(false) < maxNonThreadedWorkMs_ * 1000)
  345. {
  346. WorkItem* item = queue_.Front();
  347. queue_.PopFront();
  348. item->workFunction_(item, 0);
  349. item->completed_ = true;
  350. }
  351. }
  352. // Complete and signal items down to the lowest priority
  353. PurgeCompleted(0);
  354. PurgePool();
  355. }
  356. }