godot/core/thread_work_pool.cpp

54 lines
1.1 KiB
C++

#include "thread_work_pool.h"
#include "core/os/os.h"
void ThreadWorkPool::_thread_function(ThreadData *p_thread) {
while (true) {
p_thread->start.wait();
if (p_thread->exit.load()) {
break;
}
p_thread->work->work();
p_thread->completed.post();
}
}
void ThreadWorkPool::init(int p_thread_count) {
ERR_FAIL_COND(threads != nullptr);
if (p_thread_count < 0) {
p_thread_count = OS::get_singleton()->get_processor_count();
}
thread_count = p_thread_count;
threads = memnew_arr(ThreadData, thread_count);
for (uint32_t i = 0; i < thread_count; i++) {
threads[i].exit.store(false);
threads[i].thread = memnew(std::thread(ThreadWorkPool::_thread_function, &threads[i]));
}
}
void ThreadWorkPool::finish() {
if (threads == nullptr) {
return;
}
for (uint32_t i = 0; i < thread_count; i++) {
threads[i].exit.store(true);
threads[i].start.post();
}
for (uint32_t i = 0; i < thread_count; i++) {
threads[i].thread->join();
memdelete(threads[i].thread);
}
memdelete_arr(threads);
threads = nullptr;
}
ThreadWorkPool::~ThreadWorkPool() {
finish();
}