#ifndef THREAD_POOL_H #define THREAD_POOL_H /*************************************************************************/ /* thread_pool.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "core/containers/list.h" #include "core/containers/vector.h" #include "core/object/object.h" #include "core/os/semaphore.h" #include "core/os/thread.h" #include "core/os/thread_safe.h" #include "thread_pool_execute_job.h" #include "thread_pool_job.h" class ThreadPool : public Object { GDCLASS(ThreadPool, Object); _THREAD_SAFE_CLASS_ protected: struct ThreadPoolContext { Thread *thread; Semaphore *semaphore; Ref job; bool running; ThreadPoolContext() { thread = NULL; semaphore = NULL; running = false; } }; public: static ThreadPool *get_singleton(); bool get_use_threads() const; void set_use_threads(const bool value); int get_thread_count() const; void set_thread_count(const int value); int get_thread_fallback_count() const; void set_thread_fallback_count(const int value); float get_max_time_per_frame() const; void set_max_time_per_frame(const float value); float get_max_work_per_frame_percent() const; void set_max_work_per_frame_percent(const float value); float get_target_fps() const; void set_target_fps(const float value); void apply_max_work_per_frame_percent(); bool is_working() const; bool is_working_no_lock() const; bool has_job(const Ref &job); void add_job(const Ref &job); void cancel_job(Ref job); void cancel_job_wait(Ref job); void _thread_finished(ThreadPoolContext *context); static void _worker_thread_func(void *user_data); void update(); void register_core_settings(); void apply_settings(); ThreadPool(); ~ThreadPool(); protected: static void _bind_methods(); private: static ThreadPool *_instance; bool _dirty; bool _use_threads; bool _use_threads_new; int _thread_count; int _thread_fallback_count; float _max_work_per_frame_percent; float _max_time_per_frame; float _target_fps; Vector _threads; List> _queue; }; #endif