mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-22 20:06:49 +01:00
444 lines
12 KiB
C++
444 lines
12 KiB
C++
/*************************************************************************/
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/* thread_pool.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "thread_pool.h"
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#include "core/config/engine.h"
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#include "core/config/project_settings.h"
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#include "core/os/os.h"
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#include "scene/main/scene_tree.h"
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ThreadPool *ThreadPool::_instance;
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ThreadPool *ThreadPool::get_singleton() {
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return _instance;
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}
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bool ThreadPool::get_use_threads() const {
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return _use_threads;
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}
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void ThreadPool::set_use_threads(const bool value) {
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// Will be applied later in update, so current jobs can be finished first
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_use_threads_new = value;
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_dirty = true;
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}
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int ThreadPool::get_thread_count() const {
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return _thread_count;
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}
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void ThreadPool::set_thread_count(const int value) {
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_thread_count = value;
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_dirty = true;
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}
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int ThreadPool::get_thread_fallback_count() const {
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return _thread_fallback_count;
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}
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void ThreadPool::set_thread_fallback_count(const int value) {
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_thread_fallback_count = value;
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_dirty = true;
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}
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float ThreadPool::get_max_time_per_frame() const {
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return _max_time_per_frame;
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}
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void ThreadPool::set_max_time_per_frame(const float value) {
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_max_time_per_frame = value;
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}
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float ThreadPool::get_max_work_per_frame_percent() const {
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return _max_work_per_frame_percent;
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}
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void ThreadPool::set_max_work_per_frame_percent(const float value) {
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_max_work_per_frame_percent = value;
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apply_max_work_per_frame_percent();
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}
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float ThreadPool::get_target_fps() const {
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return _target_fps;
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}
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void ThreadPool::set_target_fps(const float value) {
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_target_fps = value;
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apply_max_work_per_frame_percent();
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}
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void ThreadPool::apply_max_work_per_frame_percent() {
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_max_time_per_frame = (1.0 / _target_fps) * (_max_work_per_frame_percent / 100.0);
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}
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bool ThreadPool::is_working() const {
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_THREAD_SAFE_LOCK_
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if (_queue.size() > 0) {
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_THREAD_SAFE_UNLOCK_
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return true;
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}
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for (int i = 0; i < _threads.size(); ++i) {
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if (_threads[i]->job.is_valid()) {
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_THREAD_SAFE_UNLOCK_
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return true;
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}
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}
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_THREAD_SAFE_UNLOCK_
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return false;
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}
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bool ThreadPool::is_working_no_lock() const {
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if (_queue.size() > 0) {
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return true;
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}
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for (int i = 0; i < _threads.size(); ++i) {
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if (_threads[i]->job.is_valid()) {
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return true;
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}
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}
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return false;
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}
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bool ThreadPool::has_job(const Ref<ThreadPoolJob> &job) {
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_THREAD_SAFE_LOCK_
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for (int i = 0; i < _threads.size(); ++i) {
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ThreadPoolContext *context = _threads.get(i);
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if (context->job == job) {
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_THREAD_SAFE_UNLOCK_
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return true;
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}
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}
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List<Ref<ThreadPoolJob>>::Element *E = _queue.find(job);
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_THREAD_SAFE_UNLOCK_
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return E;
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}
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void ThreadPool::add_job(const Ref<ThreadPoolJob> &job) {
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_THREAD_SAFE_LOCK_
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if (_use_threads) {
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for (int i = 0; i < _threads.size(); ++i) {
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ThreadPoolContext *context = _threads.get(i);
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if (!context->job.is_valid()) {
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context->job = job;
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context->semaphore->post();
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_THREAD_SAFE_UNLOCK_
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return;
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}
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}
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}
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_queue.push_back(job);
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_THREAD_SAFE_UNLOCK_
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}
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void ThreadPool::cancel_job(Ref<ThreadPoolJob> job) {
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ERR_FAIL_COND(!job.is_valid());
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job->set_cancelled(true);
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_THREAD_SAFE_LOCK_
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_queue.erase(job);
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_THREAD_SAFE_UNLOCK_
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}
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void ThreadPool::cancel_job_wait(Ref<ThreadPoolJob> job) {
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ERR_FAIL_COND(!job.is_valid());
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job->set_cancelled(true);
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_THREAD_SAFE_LOCK_
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if (_queue.erase(job)) {
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_THREAD_SAFE_UNLOCK_
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return;
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}
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_THREAD_SAFE_UNLOCK_
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for (int i = 0; i < _threads.size(); ++i) {
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Ref<ThreadPoolJob> j = _threads[i]->job;
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if (j == job) {
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//wait until it's done
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while (_threads[i]->job == job) {
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OS::get_singleton()->delay_usec(100);
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}
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return;
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}
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}
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}
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void ThreadPool::_thread_finished(ThreadPoolContext *context) {
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_THREAD_SAFE_LOCK_
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context->job.unref();
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while (_queue.size() > 0 && !context->job.is_valid()) {
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context->job = _queue.front()->get();
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_queue.pop_front();
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}
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if (context->job.is_valid()) {
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context->semaphore->post();
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}
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_THREAD_SAFE_UNLOCK_
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}
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void ThreadPool::_worker_thread_func(void *user_data) {
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ThreadPoolContext *context = reinterpret_cast<ThreadPoolContext *>(user_data);
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while (context->running) {
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context->semaphore->wait();
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if (!context->job.is_valid()) {
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ThreadPool::get_singleton()->_thread_finished(context);
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continue;
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}
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if (context->job->get_cancelled()) {
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ThreadPool::get_singleton()->_thread_finished(context);
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continue;
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}
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context->job->execute();
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ThreadPool::get_singleton()->_thread_finished(context);
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}
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}
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void ThreadPool::update() {
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if (_dirty) {
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apply_settings();
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}
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if (_use_threads) {
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return;
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}
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if (_queue.size() == 0) {
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return;
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}
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float remaining_time = _max_time_per_frame;
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while (remaining_time > 0 && _queue.size() > 0) {
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Ref<ThreadPoolJob> job = _queue.front()->get();
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if (!job.is_valid()) {
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_queue.pop_front();
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continue;
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}
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job->set_max_allocated_time(remaining_time);
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job->execute();
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remaining_time -= job->get_current_execution_time();
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if (job->get_complete() || job->get_cancelled()) {
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_queue.pop_front();
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}
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}
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}
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void ThreadPool::register_core_settings() {
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_use_threads = GLOBAL_DEF("thread_pool/use_threads", true);
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_thread_count = GLOBAL_DEF("thread_pool/thread_count", -1);
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_thread_fallback_count = GLOBAL_DEF("thread_pool/thread_fallback_count", 4);
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if (_thread_fallback_count <= 0) {
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print_error("ThreadPool: thread_fallback_count is invalid! Check ProjectSettings/ThreadPool/thread_fallback_count! Needs to be > 0! Set to 1!");
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_thread_fallback_count = 1;
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}
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_target_fps = GLOBAL_DEF("thread_pool/target_fps", 60);
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//Todo Add help text, as this will only come into play if threading is disabled, or not available
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_max_work_per_frame_percent = GLOBAL_DEF("thread_pool/max_work_per_frame_percent", 25);
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apply_max_work_per_frame_percent();
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if (!OS::get_singleton()->can_use_threads()) {
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_use_threads = false;
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}
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if (_use_threads) {
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if (_thread_count <= 0) {
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_thread_count = OS::get_singleton()->get_processor_count() + _thread_count;
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}
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//a.k.a OS::get_singleton()->get_processor_count() is not implemented, or returns something unexpected, or too high negative number
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if (_thread_count <= 0) {
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_thread_count = _thread_fallback_count;
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}
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}
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_use_threads_new = _use_threads;
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_dirty = true;
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apply_settings();
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}
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void ThreadPool::apply_settings() {
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if (!_dirty) {
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return;
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}
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_THREAD_SAFE_LOCK_
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if (is_working_no_lock()) {
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_THREAD_SAFE_UNLOCK_
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return;
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}
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_dirty = false;
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for (int i = 0; i < _threads.size(); ++i) {
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ThreadPoolContext *context = _threads[i];
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CRASH_COND(context->job.is_valid());
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context->running = false;
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context->semaphore->post();
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context->thread->wait_to_finish();
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memdelete(context->thread);
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memdelete(context->semaphore);
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memdelete(context);
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}
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_threads.resize(0);
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_use_threads = _use_threads_new;
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if (_use_threads) {
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_threads.resize(_thread_count);
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for (int i = 0; i < _threads.size(); ++i) {
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ThreadPoolContext *context = memnew(ThreadPoolContext);
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context->running = true;
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context->semaphore = memnew(Semaphore);
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context->thread = memnew(Thread());
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context->thread->start(ThreadPool::_worker_thread_func, context);
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_threads.write[i] = context;
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}
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}
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_THREAD_SAFE_UNLOCK_
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}
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ThreadPool::ThreadPool() {
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_instance = this;
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_dirty = false;
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}
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ThreadPool::~ThreadPool() {
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for (int i = 0; i < _threads.size(); ++i) {
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ThreadPoolContext *context = _threads.get(i);
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context->running = false;
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context->semaphore->post();
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}
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for (int i = 0; i < _threads.size(); ++i) {
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ThreadPoolContext *context = _threads.get(i);
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context->thread->wait_to_finish();
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memdelete(context->thread);
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memdelete(context->semaphore);
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context->job.unref();
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memdelete(context);
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}
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_threads.clear();
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_queue.clear();
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}
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void ThreadPool::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_use_threads"), &ThreadPool::get_use_threads);
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ClassDB::bind_method(D_METHOD("set_use_threads", "value"), &ThreadPool::set_use_threads);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_threads"), "set_use_threads", "get_use_threads");
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ClassDB::bind_method(D_METHOD("get_thread_count"), &ThreadPool::get_thread_count);
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ClassDB::bind_method(D_METHOD("set_thread_count", "value"), &ThreadPool::set_thread_count);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "thread_count"), "set_thread_count", "get_thread_count");
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ClassDB::bind_method(D_METHOD("get_thread_fallback_count"), &ThreadPool::get_thread_fallback_count);
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ClassDB::bind_method(D_METHOD("set_thread_fallback_count", "value"), &ThreadPool::set_thread_fallback_count);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "thread_fallback_count"), "set_thread_fallback_count", "get_thread_fallback_count");
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ClassDB::bind_method(D_METHOD("get_max_time_per_frame"), &ThreadPool::get_max_time_per_frame);
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ClassDB::bind_method(D_METHOD("set_max_time_per_frame", "value"), &ThreadPool::set_max_time_per_frame);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "max_time_per_frame"), "set_max_time_per_frame", "get_max_time_per_frame");
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ClassDB::bind_method(D_METHOD("get_max_work_per_frame_percent"), &ThreadPool::get_max_work_per_frame_percent);
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ClassDB::bind_method(D_METHOD("set_max_work_per_frame_percent", "value"), &ThreadPool::set_max_work_per_frame_percent);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "max_work_per_frame_percent"), "set_max_work_per_frame_percent", "get_max_work_per_frame_percent");
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ClassDB::bind_method(D_METHOD("get_target_fps"), &ThreadPool::get_target_fps);
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ClassDB::bind_method(D_METHOD("set_target_fps", "value"), &ThreadPool::set_target_fps);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "target_fps"), "set_target_fps", "get_target_fps");
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ClassDB::bind_method(D_METHOD("apply_max_work_per_frame_percent"), &ThreadPool::apply_max_work_per_frame_percent);
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ClassDB::bind_method(D_METHOD("is_working"), &ThreadPool::is_working);
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ClassDB::bind_method(D_METHOD("is_working_no_lock"), &ThreadPool::is_working_no_lock);
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ClassDB::bind_method(D_METHOD("has_job", "job"), &ThreadPool::has_job);
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ClassDB::bind_method(D_METHOD("add_job", "job"), &ThreadPool::add_job);
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ClassDB::bind_method(D_METHOD("cancel_job", "job"), &ThreadPool::cancel_job);
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ClassDB::bind_method(D_METHOD("cancel_job_wait", "job"), &ThreadPool::cancel_job_wait);
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ClassDB::bind_method(D_METHOD("update"), &ThreadPool::update);
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}
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