c613ead5fa
Also, optimized shader compilation to happen on threads.
78 lines
1.6 KiB
C++
78 lines
1.6 KiB
C++
#ifndef THREAD_WORK_POOL_H
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#define THREAD_WORK_POOL_H
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#include "core/os/memory.h"
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#include "core/os/semaphore.h"
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#include <atomic>
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#include <thread>
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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;
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uint32_t max_elements;
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virtual void work() = 0;
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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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static void _thread_function(ThreadData *p_thread);
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public:
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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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ERR_FAIL_COND(!threads); //never initialized
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index.store(0);
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Work<C, M, U> *w = memnew((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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for (uint32_t i = 0; i < thread_count; 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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for (uint32_t i = 0; i < thread_count; 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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}
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void init(int p_thread_count = -1);
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void finish();
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~ThreadWorkPool();
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};
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#endif // THREAD_POOL_H
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