4ed1d977fc
Some platforms (*cough* web *cough*) have hard limits on the number of threads that can be spawned. Currently, ThreadPoolWork (mostly used in rendering/physics servers) will spawn as many threads as CPUs available causing exception on machines with high CPU count. This commit adds a new overridable method to OS that returns the default thread pool size (still the CPU count by default), and overrides it for the JavaScript platform so it always allocate only one thread. We can likely improve the whole ThreadPoolWork in the future to always allocate X amount of threads, and assign jobs to them on the fly, but that will require some more architectural changes.
81 lines
3.2 KiB
C++
81 lines
3.2 KiB
C++
/*************************************************************************/
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/* thread_work_pool.cpp */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "thread_work_pool.h"
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#include "core/os/os.h"
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void ThreadWorkPool::_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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void ThreadWorkPool::init(int p_thread_count) {
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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_default_thread_pool_size();
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}
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thread_count = p_thread_count;
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threads = memnew_arr(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.start(&ThreadWorkPool::_thread_function, &threads[i]);
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}
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}
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void ThreadWorkPool::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.wait_to_finish();
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}
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memdelete_arr(threads);
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threads = nullptr;
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}
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ThreadWorkPool::~ThreadWorkPool() {
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finish();
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}
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