2023-01-10 15:14:30 +00:00
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/**************************************************************************/
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/* thread_work_pool.hpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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2022-02-15 10:58:28 +00:00
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2022-10-09 06:47:07 +00:00
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#ifndef GODOT_THREAD_WORK_POOL_HPP
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#define GODOT_THREAD_WORK_POOL_HPP
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2022-02-15 10:58:28 +00:00
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#include <godot_cpp/classes/os.hpp>
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#include <godot_cpp/classes/semaphore.hpp>
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#include <godot_cpp/core/error_macros.hpp>
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#include <godot_cpp/core/memory.hpp>
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#include <thread>
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#include <atomic>
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namespace godot {
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class ThreadWorkPool {
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std::atomic<uint32_t> index;
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struct BaseWork {
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std::atomic<uint32_t> *index = nullptr;
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uint32_t max_elements = 0;
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virtual void work() = 0;
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virtual ~BaseWork() = default;
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};
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template <class C, class M, class U>
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struct Work : public BaseWork {
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C *instance;
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M method;
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U userdata;
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virtual void work() {
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while (true) {
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uint32_t work_index = index->fetch_add(1, std::memory_order_relaxed);
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if (work_index >= max_elements) {
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break;
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}
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(instance->*method)(work_index, userdata);
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}
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}
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};
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struct ThreadData {
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std::thread thread;
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Semaphore start;
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Semaphore completed;
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std::atomic<bool> exit;
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BaseWork *work;
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};
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ThreadData *threads = nullptr;
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uint32_t thread_count = 0;
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uint32_t threads_working = 0;
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BaseWork *current_work = nullptr;
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static void _thread_function(void *p_user) {
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ThreadData *thread = static_cast<ThreadData *>(p_user);
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while (true) {
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thread->start.wait();
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if (thread->exit.load()) {
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break;
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}
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thread->work->work();
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thread->completed.post();
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}
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}
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public:
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template <class C, class M, class U>
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void begin_work(uint32_t p_elements, C *p_instance, M p_method, U p_userdata) {
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ERR_FAIL_NULL(threads); // Never initialized.
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ERR_FAIL_COND(current_work != nullptr);
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index.store(0, std::memory_order_release);
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Work<C, M, U> *w = new (Work<C, M, U>);
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w->instance = p_instance;
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w->userdata = p_userdata;
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w->method = p_method;
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w->index = &index;
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w->max_elements = p_elements;
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current_work = w;
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threads_working = Math::min(p_elements, thread_count);
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for (uint32_t i = 0; i < threads_working; i++) {
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threads[i].work = w;
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threads[i].start.post();
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}
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}
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bool is_working() const {
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return current_work != nullptr;
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}
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bool is_done_dispatching() const {
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ERR_FAIL_NULL_V(current_work, true);
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return index.load(std::memory_order_acquire) >= current_work->max_elements;
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}
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uint32_t get_work_index() const {
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ERR_FAIL_NULL_V(current_work, 0);
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uint32_t idx = index.load(std::memory_order_acquire);
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return Math::min(idx, current_work->max_elements);
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}
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void end_work() {
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ERR_FAIL_NULL(current_work);
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for (uint32_t i = 0; i < threads_working; i++) {
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threads[i].completed.wait();
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threads[i].work = nullptr;
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}
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threads_working = 0;
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delete current_work;
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current_work = nullptr;
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}
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template <class C, class M, class U>
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void do_work(uint32_t p_elements, C *p_instance, M p_method, U p_userdata) {
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switch (p_elements) {
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case 0:
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// Nothing to do, so do nothing.
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break;
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case 1:
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// No value in pushing the work to another thread if it's a single job
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// and we're going to wait for it to finish. Just run it right here.
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(p_instance->*p_method)(0, p_userdata);
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break;
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default:
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// Multiple jobs to do; commence threaded business.
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begin_work(p_elements, p_instance, p_method, p_userdata);
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end_work();
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}
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}
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_FORCE_INLINE_ int get_thread_count() const { return thread_count; }
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void init(int p_thread_count = -1) {
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ERR_FAIL_COND(threads != nullptr);
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if (p_thread_count < 0) {
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p_thread_count = OS::get_singleton()->get_processor_count();
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}
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thread_count = p_thread_count;
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threads = new ThreadData[thread_count];
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for (uint32_t i = 0; i < thread_count; i++) {
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threads[i].exit.store(false);
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threads[i].thread = std::thread(&ThreadWorkPool::_thread_function, &threads[i]);
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}
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}
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void finish() {
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if (threads == nullptr) {
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return;
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}
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for (uint32_t i = 0; i < thread_count; i++) {
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threads[i].exit.store(true);
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threads[i].start.post();
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}
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for (uint32_t i = 0; i < thread_count; i++) {
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threads[i].thread.join();
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}
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2023-01-10 15:14:30 +00:00
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delete[] (threads);
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2022-02-15 10:58:28 +00:00
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threads = nullptr;
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}
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~ThreadWorkPool() {
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finish();
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}
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};
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} // namespace godot
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2022-10-09 06:47:07 +00:00
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#endif // GODOT_THREAD_WORK_POOL_HPP
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