/**************************************************************************/ /* thread_work_pool.hpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #ifndef GODOT_THREAD_WORK_POOL_HPP #define GODOT_THREAD_WORK_POOL_HPP #include #include #include #include #include #include namespace godot { class ThreadWorkPool { std::atomic index; struct BaseWork { std::atomic *index = nullptr; uint32_t max_elements = 0; virtual void work() = 0; virtual ~BaseWork() = default; }; template struct Work : public BaseWork { C *instance; M method; U userdata; virtual void work() { while (true) { uint32_t work_index = index->fetch_add(1, std::memory_order_relaxed); if (work_index >= max_elements) { break; } (instance->*method)(work_index, userdata); } } }; struct ThreadData { std::thread thread; Semaphore start; Semaphore completed; std::atomic exit; BaseWork *work; }; ThreadData *threads = nullptr; uint32_t thread_count = 0; uint32_t threads_working = 0; BaseWork *current_work = nullptr; static void _thread_function(void *p_user) { ThreadData *thread = static_cast(p_user); while (true) { thread->start.wait(); if (thread->exit.load()) { break; } thread->work->work(); thread->completed.post(); } } public: template void begin_work(uint32_t p_elements, C *p_instance, M p_method, U p_userdata) { ERR_FAIL_COND(!threads); // never initialized ERR_FAIL_COND(current_work != nullptr); index.store(0, std::memory_order_release); Work *w = new (Work); w->instance = p_instance; w->userdata = p_userdata; w->method = p_method; w->index = &index; w->max_elements = p_elements; current_work = w; threads_working = Math::min(p_elements, thread_count); for (uint32_t i = 0; i < threads_working; i++) { threads[i].work = w; threads[i].start.post(); } } bool is_working() const { return current_work != nullptr; } bool is_done_dispatching() const { ERR_FAIL_COND_V(current_work == nullptr, true); return index.load(std::memory_order_acquire) >= current_work->max_elements; } uint32_t get_work_index() const { ERR_FAIL_COND_V(current_work == nullptr, 0); uint32_t idx = index.load(std::memory_order_acquire); return Math::min(idx, current_work->max_elements); } void end_work() { ERR_FAIL_COND(current_work == nullptr); for (uint32_t i = 0; i < threads_working; i++) { threads[i].completed.wait(); threads[i].work = nullptr; } threads_working = 0; delete current_work; current_work = nullptr; } template void do_work(uint32_t p_elements, C *p_instance, M p_method, U p_userdata) { switch (p_elements) { case 0: // Nothing to do, so do nothing. break; case 1: // No value in pushing the work to another thread if it's a single job // and we're going to wait for it to finish. Just run it right here. (p_instance->*p_method)(0, p_userdata); break; default: // Multiple jobs to do; commence threaded business. begin_work(p_elements, p_instance, p_method, p_userdata); end_work(); } } _FORCE_INLINE_ int get_thread_count() const { return thread_count; } void init(int p_thread_count = -1) { ERR_FAIL_COND(threads != nullptr); if (p_thread_count < 0) { p_thread_count = OS::get_singleton()->get_processor_count(); } thread_count = p_thread_count; threads = new ThreadData[thread_count]; for (uint32_t i = 0; i < thread_count; i++) { threads[i].exit.store(false); threads[i].thread = std::thread(&ThreadWorkPool::_thread_function, &threads[i]); } } void finish() { if (threads == nullptr) { return; } for (uint32_t i = 0; i < thread_count; i++) { threads[i].exit.store(true); threads[i].start.post(); } for (uint32_t i = 0; i < thread_count; i++) { threads[i].thread.join(); } delete[] (threads); threads = nullptr; } ~ThreadWorkPool() { finish(); } }; } // namespace godot #endif // GODOT_THREAD_WORK_POOL_HPP