130 lines
4.8 KiB
C++
130 lines
4.8 KiB
C++
/**************************************************************************/
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/* thread.h */
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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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#include "platform_config.h"
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// Define PLATFORM_THREAD_OVERRIDE in your platform's `platform_config.h`
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// to use a custom Thread implementation defined in `platform/[your_platform]/platform_thread.h`
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// Overriding the platform implementation is required in some proprietary platforms
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#ifdef PLATFORM_THREAD_OVERRIDE
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#include "platform_thread.h"
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#else
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#ifndef THREAD_H
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#define THREAD_H
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#include "core/templates/safe_refcount.h"
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#include "core/typedefs.h"
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#ifdef MINGW_ENABLED
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#define MINGW_STDTHREAD_REDUNDANCY_WARNING
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#include "thirdparty/mingw-std-threads/mingw.thread.h"
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#define THREADING_NAMESPACE mingw_stdthread
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#else
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#include <thread>
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#define THREADING_NAMESPACE std
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#endif
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class String;
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class Thread {
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public:
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typedef void (*Callback)(void *p_userdata);
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typedef uint64_t ID;
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enum : ID {
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UNASSIGNED_ID = 0,
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MAIN_ID = 1
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};
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enum Priority {
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PRIORITY_LOW,
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PRIORITY_NORMAL,
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PRIORITY_HIGH
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};
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struct Settings {
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Priority priority;
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Settings() { priority = PRIORITY_NORMAL; }
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};
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struct PlatformFunctions {
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Error (*set_name)(const String &) = nullptr;
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void (*set_priority)(Thread::Priority) = nullptr;
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void (*init)() = nullptr;
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void (*wrapper)(Thread::Callback, void *) = nullptr;
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void (*term)() = nullptr;
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};
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private:
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friend class Main;
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ID id = UNASSIGNED_ID;
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static SafeNumeric<uint64_t> id_counter;
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static thread_local ID caller_id;
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THREADING_NAMESPACE::thread thread;
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static void callback(ID p_caller_id, const Settings &p_settings, Thread::Callback p_callback, void *p_userdata);
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static PlatformFunctions platform_functions;
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static void make_main_thread() { caller_id = MAIN_ID; }
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static void release_main_thread() { caller_id = UNASSIGNED_ID; }
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public:
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static void _set_platform_functions(const PlatformFunctions &p_functions);
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_FORCE_INLINE_ ID get_id() const { return id; }
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// get the ID of the caller thread
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_FORCE_INLINE_ static ID get_caller_id() {
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if (unlikely(caller_id == UNASSIGNED_ID)) {
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caller_id = id_counter.increment();
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}
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return caller_id;
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}
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// get the ID of the main thread
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_FORCE_INLINE_ static ID get_main_id() { return MAIN_ID; }
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_FORCE_INLINE_ static bool is_main_thread() { return caller_id == MAIN_ID; } // Gain a tiny bit of perf here because there is no need to validate caller_id here, because only main thread will be set as 1.
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static Error set_name(const String &p_name);
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ID start(Thread::Callback p_callback, void *p_user, const Settings &p_settings = Settings());
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bool is_started() const;
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///< waits until thread is finished, and deallocates it.
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void wait_to_finish();
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Thread();
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~Thread();
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};
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#endif // THREAD_H
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#endif // PLATFORM_THREAD_OVERRIDE
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