mirror of
https://github.com/Relintai/pandemonium_engine.git
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129 lines
4.2 KiB
C++
129 lines
4.2 KiB
C++
#ifndef THREAD_POOL_H
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#define THREAD_POOL_H
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/*************************************************************************/
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/* thread_pool.h */
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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 "core/containers/list.h"
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#include "core/containers/vector.h"
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#include "core/object/object.h"
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#include "core/os/semaphore.h"
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#include "core/os/thread.h"
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#include "core/os/thread_safe.h"
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#include "thread_pool_execute_job.h"
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#include "thread_pool_job.h"
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class ThreadPool : public Object {
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GDCLASS(ThreadPool, Object);
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_THREAD_SAFE_CLASS_
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protected:
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struct ThreadPoolContext {
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Thread *thread;
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Semaphore *semaphore;
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Ref<ThreadPoolJob> job;
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bool running;
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ThreadPoolContext() {
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thread = NULL;
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semaphore = NULL;
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running = false;
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}
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};
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public:
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static ThreadPool *get_singleton();
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bool get_use_threads() const;
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void set_use_threads(const bool value);
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int get_thread_count() const;
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void set_thread_count(const int value);
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int get_thread_fallback_count() const;
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void set_thread_fallback_count(const int value);
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float get_max_time_per_frame() const;
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void set_max_time_per_frame(const float value);
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float get_max_work_per_frame_percent() const;
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void set_max_work_per_frame_percent(const float value);
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float get_target_fps() const;
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void set_target_fps(const float value);
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void apply_max_work_per_frame_percent();
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bool is_working() const;
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bool is_working_no_lock() const;
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bool has_job(const Ref<ThreadPoolJob> &job);
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void add_job(const Ref<ThreadPoolJob> &job);
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void cancel_job(Ref<ThreadPoolJob> job);
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void cancel_job_wait(Ref<ThreadPoolJob> job);
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void _thread_finished(ThreadPoolContext *context);
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static void _worker_thread_func(void *user_data);
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void update();
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void register_core_settings();
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void apply_settings();
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ThreadPool();
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~ThreadPool();
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protected:
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static void _bind_methods();
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private:
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static ThreadPool *_instance;
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bool _dirty;
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bool _use_threads;
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bool _use_threads_new;
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int _thread_count;
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int _thread_fallback_count;
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float _max_work_per_frame_percent;
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float _max_time_per_frame;
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float _target_fps;
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Vector<ThreadPoolContext *> _threads;
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List<Ref<ThreadPoolJob>> _queue;
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};
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#endif
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