godot/core/thread_work_pool.h
Juan Linietsky c613ead5fa Added a spinlock template as well as a thread work pool class.
Also, optimized shader compilation to happen on threads.
2020-02-11 11:53:29 +01:00

79 lines
1.6 KiB
C++

#ifndef THREAD_WORK_POOL_H
#define THREAD_WORK_POOL_H
#include "core/os/memory.h"
#include "core/os/semaphore.h"
#include <atomic>
#include <thread>
class ThreadWorkPool {
std::atomic<uint32_t> index;
struct BaseWork {
std::atomic<uint32_t> *index;
uint32_t max_elements;
virtual void work() = 0;
};
template <class C, class M, class U>
struct Work : public BaseWork {
C *instance;
M method;
U userdata;
virtual void work() {
while (true) {
uint32_t work_index = index->fetch_add(1, std::memory_order_relaxed);
if (work_index >= max_elements) {
break;
}
(instance->*method)(work_index, userdata);
}
}
};
struct ThreadData {
std::thread *thread;
Semaphore start;
Semaphore completed;
std::atomic<bool> exit;
BaseWork *work;
};
ThreadData *threads = nullptr;
uint32_t thread_count = 0;
static void _thread_function(ThreadData *p_thread);
public:
template <class C, class M, class U>
void do_work(uint32_t p_elements, C *p_instance, M p_method, U p_userdata) {
ERR_FAIL_COND(!threads); //never initialized
index.store(0);
Work<C, M, U> *w = memnew((Work<C, M, U>));
w->instance = p_instance;
w->userdata = p_userdata;
w->method = p_method;
w->index = &index;
w->max_elements = p_elements;
for (uint32_t i = 0; i < thread_count; i++) {
threads[i].work = w;
threads[i].start.post();
}
for (uint32_t i = 0; i < thread_count; i++) {
threads[i].completed.wait();
threads[i].work = nullptr;
}
}
void init(int p_thread_count = -1);
void finish();
~ThreadWorkPool();
};
#endif // THREAD_POOL_H