godot/core/os/threaded_array_processor.h

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#ifndef THREADED_ARRAY_PROCESSOR_H
#define THREADED_ARRAY_PROCESSOR_H
#include "os/mutex.h"
#include "os/os.h"
#include "os/thread.h"
#include "safe_refcount.h"
#include "thread_safe.h"
template <class C, class U>
struct ThreadArrayProcessData {
uint32_t elements;
uint32_t index;
C *instance;
U userdata;
void (C::*method)(uint32_t, U);
void process(uint32_t p_index) {
(instance->*method)(p_index, userdata);
}
};
#ifndef NO_THREADS
template <class T>
void process_array_thread(void *ud) {
T &data = *(T *)ud;
while (true) {
uint32_t index = atomic_increment(&data.index);
if (index >= data.elements)
break;
data.process(index);
}
}
template <class C, class M, class U>
void thread_process_array(uint32_t p_elements, C *p_instance, M p_method, U p_userdata) {
ThreadArrayProcessData<C, U> data;
data.method = p_method;
data.instance = p_instance;
data.userdata = p_userdata;
data.index = 0;
data.elements = p_elements;
data.process(data.index); //process first, let threads increment for next
Vector<Thread *> threads;
threads.resize(OS::get_singleton()->get_processor_count());
for (int i = 0; i < threads.size(); i++) {
threads[i] = Thread::create(process_array_thread<ThreadArrayProcessData<C, U> >, &data);
}
for (int i = 0; i < threads.size(); i++) {
Thread::wait_to_finish(threads[i]);
memdelete(threads[i]);
}
}
#else
template <class C, class M, class U>
void thread_process_array(uint32_t p_elements, C *p_instance, M p_method, U p_userdata) {
ThreadArrayProcessData<C, U> data;
data.method = p_method;
data.instance = p_instance;
data.userdata = p_userdata;
data.index = 0;
data.elements = p_elements;
for (uint32_t i = 0; i < p_elements; i++) {
data.process(i);
}
}
#endif
#endif // THREADED_ARRAY_PROCESSOR_H