godot/thirdparty/zstd/common/pool.h

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* This source code is licensed under both the BSD-style license (found in the
* LICENSE file in the root directory of this source tree) and the GPLv2 (found
* in the COPYING file in the root directory of this source tree).
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* You may select, at your option, one of the above-listed licenses.
*/
#ifndef POOL_H
#define POOL_H
#if defined (__cplusplus)
extern "C" {
#endif
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#include "zstd_deps.h"
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#define ZSTD_STATIC_LINKING_ONLY /* ZSTD_customMem */
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#include "../zstd.h"
typedef struct POOL_ctx_s POOL_ctx;
/*! POOL_create() :
* Create a thread pool with at most `numThreads` threads.
* `numThreads` must be at least 1.
* The maximum number of queued jobs before blocking is `queueSize`.
* @return : POOL_ctx pointer on success, else NULL.
*/
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POOL_ctx* POOL_create(size_t numThreads, size_t queueSize);
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POOL_ctx* POOL_create_advanced(size_t numThreads, size_t queueSize,
ZSTD_customMem customMem);
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/*! POOL_free() :
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* Free a thread pool returned by POOL_create().
*/
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void POOL_free(POOL_ctx* ctx);
/*! POOL_joinJobs() :
* Waits for all queued jobs to finish executing.
*/
void POOL_joinJobs(POOL_ctx* ctx);
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/*! POOL_resize() :
* Expands or shrinks pool's number of threads.
* This is more efficient than releasing + creating a new context,
* since it tries to preserve and re-use existing threads.
* `numThreads` must be at least 1.
* @return : 0 when resize was successful,
* !0 (typically 1) if there is an error.
* note : only numThreads can be resized, queueSize remains unchanged.
*/
int POOL_resize(POOL_ctx* ctx, size_t numThreads);
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/*! POOL_sizeof() :
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* @return threadpool memory usage
* note : compatible with NULL (returns 0 in this case)
*/
size_t POOL_sizeof(const POOL_ctx* ctx);
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/*! POOL_function :
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* The function type that can be added to a thread pool.
*/
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typedef void (*POOL_function)(void*);
/*! POOL_add() :
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* Add the job `function(opaque)` to the thread pool. `ctx` must be valid.
* Possibly blocks until there is room in the queue.
* Note : The function may be executed asynchronously,
* therefore, `opaque` must live until function has been completed.
*/
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void POOL_add(POOL_ctx* ctx, POOL_function function, void* opaque);
/*! POOL_tryAdd() :
* Add the job `function(opaque)` to thread pool _if_ a queue slot is available.
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* Returns immediately even if not (does not block).
* @return : 1 if successful, 0 if not.
*/
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int POOL_tryAdd(POOL_ctx* ctx, POOL_function function, void* opaque);
#if defined (__cplusplus)
}
#endif
#endif