pandemonium_engine/core/os/thread_pool.cpp

446 lines
12 KiB
C++

/*************************************************************************/
/* thread_pool.cpp */
/*************************************************************************/
/* 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 "thread_pool.h"
#include "core/config/engine.h"
#include "core/config/project_settings.h"
#include "core/os/os.h"
#include "scene/main/scene_tree.h"
ThreadPool *ThreadPool::_instance;
ThreadPool *ThreadPool::get_singleton() {
return _instance;
}
bool ThreadPool::get_use_threads() const {
return _use_threads;
}
void ThreadPool::set_use_threads(const bool value) {
// Will be applied later in update, so current jobs can be finished first
_use_threads_new = value;
_dirty = true;
}
int ThreadPool::get_thread_count() const {
return _thread_count;
}
void ThreadPool::set_thread_count(const int value) {
_thread_count = value;
_dirty = true;
}
int ThreadPool::get_thread_fallback_count() const {
return _thread_fallback_count;
}
void ThreadPool::set_thread_fallback_count(const int value) {
_thread_fallback_count = value;
_dirty = true;
}
float ThreadPool::get_max_time_per_frame() const {
return _max_time_per_frame;
}
void ThreadPool::set_max_time_per_frame(const float value) {
_max_time_per_frame = value;
}
float ThreadPool::get_max_work_per_frame_percent() const {
return _max_work_per_frame_percent;
}
void ThreadPool::set_max_work_per_frame_percent(const float value) {
_max_work_per_frame_percent = value;
apply_max_work_per_frame_percent();
}
float ThreadPool::get_target_fps() const {
return _target_fps;
}
void ThreadPool::set_target_fps(const float value) {
_target_fps = value;
apply_max_work_per_frame_percent();
}
void ThreadPool::apply_max_work_per_frame_percent() {
_max_time_per_frame = (1.0 / _target_fps) * (_max_work_per_frame_percent / 100.0);
}
bool ThreadPool::is_working() const {
_THREAD_SAFE_LOCK_
if (_queue.size() > 0) {
_THREAD_SAFE_UNLOCK_
return true;
}
for (int i = 0; i < _threads.size(); ++i) {
if (_threads[i]->job.is_valid()) {
_THREAD_SAFE_UNLOCK_
return true;
}
}
_THREAD_SAFE_UNLOCK_
return false;
}
bool ThreadPool::is_working_no_lock() const {
if (_queue.size() > 0) {
return true;
}
for (int i = 0; i < _threads.size(); ++i) {
if (_threads[i]->job.is_valid()) {
return true;
}
}
return false;
}
bool ThreadPool::has_job(const Ref<ThreadPoolJob> &job) {
_THREAD_SAFE_LOCK_
for (int i = 0; i < _threads.size(); ++i) {
ThreadPoolContext *context = _threads.get(i);
if (context->job == job) {
_THREAD_SAFE_UNLOCK_
return true;
}
}
List<Ref<ThreadPoolJob>>::Element *E = _queue.find(job);
_THREAD_SAFE_UNLOCK_
return E;
}
void ThreadPool::add_job(const Ref<ThreadPoolJob> &job) {
_THREAD_SAFE_LOCK_
if (_use_threads) {
for (int i = 0; i < _threads.size(); ++i) {
ThreadPoolContext *context = _threads.get(i);
if (!context->job.is_valid()) {
context->job = job;
context->semaphore->post();
_THREAD_SAFE_UNLOCK_
return;
}
}
}
_queue.push_back(job);
_THREAD_SAFE_UNLOCK_
}
void ThreadPool::cancel_job(Ref<ThreadPoolJob> job) {
ERR_FAIL_COND(!job.is_valid());
job->set_cancelled(true);
_THREAD_SAFE_LOCK_
_queue.erase(job);
_THREAD_SAFE_UNLOCK_
}
void ThreadPool::cancel_job_wait(Ref<ThreadPoolJob> job) {
ERR_FAIL_COND(!job.is_valid());
job->set_cancelled(true);
_THREAD_SAFE_LOCK_
if (_queue.erase(job)) {
_THREAD_SAFE_UNLOCK_
return;
}
_THREAD_SAFE_UNLOCK_
for (int i = 0; i < _threads.size(); ++i) {
Ref<ThreadPoolJob> j = _threads[i]->job;
if (j == job) {
//wait until it's done
while (_threads[i]->job == job) {
OS::get_singleton()->delay_usec(100);
}
return;
}
}
}
void ThreadPool::_thread_finished(ThreadPoolContext *context) {
_THREAD_SAFE_LOCK_
context->job.unref();
while (_queue.size() > 0 && !context->job.is_valid()) {
context->job = _queue.front()->get();
_queue.pop_front();
}
if (context->job.is_valid()) {
context->semaphore->post();
}
_THREAD_SAFE_UNLOCK_
}
void ThreadPool::_worker_thread_func(void *user_data) {
ThreadPoolContext *context = reinterpret_cast<ThreadPoolContext *>(user_data);
while (context->running) {
context->semaphore->wait();
if (!context->job.is_valid()) {
ThreadPool::get_singleton()->_thread_finished(context);
continue;
}
if (context->job->get_cancelled()) {
ThreadPool::get_singleton()->_thread_finished(context);
continue;
}
context->job->execute();
ThreadPool::get_singleton()->_thread_finished(context);
}
}
void ThreadPool::update() {
if (_dirty) {
apply_settings();
}
if (_use_threads) {
return;
}
if (_queue.size() == 0) {
return;
}
float remaining_time = _max_time_per_frame;
while (remaining_time > 0 && _queue.size() > 0) {
Ref<ThreadPoolJob> job = _queue.front()->get();
if (!job.is_valid()) {
_queue.pop_front();
continue;
}
job->set_max_allocated_time(remaining_time);
job->execute();
remaining_time -= job->get_current_execution_time();
if (job->get_complete() || job->get_cancelled()) {
_queue.pop_front();
}
}
}
void ThreadPool::register_core_settings() {
_use_threads = GLOBAL_DEF("thread_pool/use_threads", true);
_thread_count = GLOBAL_DEF("thread_pool/thread_count", -1);
_thread_fallback_count = GLOBAL_DEF("thread_pool/thread_fallback_count", 4);
if (_thread_fallback_count <= 0) {
print_error("ThreadPool: thread_fallback_count is invalid! Check ProjectSettings/ThreadPool/thread_fallback_count! Needs to be > 0! Set to 1!");
_thread_fallback_count = 1;
}
_target_fps = GLOBAL_DEF("thread_pool/target_fps", 60);
//Todo Add help text, as this will only come into play if threading is disabled, or not available
_max_work_per_frame_percent = GLOBAL_DEF("thread_pool/max_work_per_frame_percent", 25);
apply_max_work_per_frame_percent();
if (!OS::get_singleton()->can_use_threads()) {
_use_threads = false;
}
if (_use_threads) {
if (_thread_count <= 0) {
_thread_count = OS::get_singleton()->get_processor_count() + _thread_count;
}
//a.k.a OS::get_singleton()->get_processor_count() is not implemented, or returns something unexpected, or too high negative number
if (_thread_count <= 0) {
_thread_count = _thread_fallback_count;
}
}
_use_threads_new = _use_threads;
_dirty = true;
apply_settings();
}
void ThreadPool::apply_settings() {
if (!_dirty) {
return;
}
_THREAD_SAFE_LOCK_
if (is_working_no_lock()) {
_THREAD_SAFE_UNLOCK_
return;
}
_dirty = false;
for (int i = 0; i < _threads.size(); ++i) {
ThreadPoolContext *context = _threads[i];
CRASH_COND(context->job.is_valid());
context->running = false;
context->semaphore->post();
context->thread->wait_to_finish();
memdelete(context->thread);
memdelete(context->semaphore);
memdelete(context);
}
_threads.resize(0);
_use_threads = _use_threads_new;
if (_use_threads) {
_threads.resize(_thread_count);
for (int i = 0; i < _threads.size(); ++i) {
ThreadPoolContext *context = memnew(ThreadPoolContext);
context->running = true;
context->semaphore = memnew(Semaphore);
context->thread = memnew(Thread());
context->thread->start(ThreadPool::_worker_thread_func, context);
_threads.write[i] = context;
}
}
_THREAD_SAFE_UNLOCK_
}
ThreadPool::ThreadPool() {
_instance = this;
_dirty = false;
}
ThreadPool::~ThreadPool() {
for (int i = 0; i < _threads.size(); ++i) {
ThreadPoolContext *context = _threads.get(i);
context->running = false;
context->semaphore->post();
}
for (int i = 0; i < _threads.size(); ++i) {
ThreadPoolContext *context = _threads.get(i);
context->thread->wait_to_finish();
memdelete(context->thread);
memdelete(context->semaphore);
context->job.unref();
memdelete(context);
}
_threads.clear();
_queue.clear();
}
void ThreadPool::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_use_threads"), &ThreadPool::get_use_threads);
ClassDB::bind_method(D_METHOD("set_use_threads", "value"), &ThreadPool::set_use_threads);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_threads"), "set_use_threads", "get_use_threads");
ClassDB::bind_method(D_METHOD("get_thread_count"), &ThreadPool::get_thread_count);
ClassDB::bind_method(D_METHOD("set_thread_count", "value"), &ThreadPool::set_thread_count);
ADD_PROPERTY(PropertyInfo(Variant::INT, "thread_count"), "set_thread_count", "get_thread_count");
ClassDB::bind_method(D_METHOD("get_thread_fallback_count"), &ThreadPool::get_thread_fallback_count);
ClassDB::bind_method(D_METHOD("set_thread_fallback_count", "value"), &ThreadPool::set_thread_fallback_count);
ADD_PROPERTY(PropertyInfo(Variant::INT, "thread_fallback_count"), "set_thread_fallback_count", "get_thread_fallback_count");
ClassDB::bind_method(D_METHOD("get_max_time_per_frame"), &ThreadPool::get_max_time_per_frame);
ClassDB::bind_method(D_METHOD("set_max_time_per_frame", "value"), &ThreadPool::set_max_time_per_frame);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "max_time_per_frame"), "set_max_time_per_frame", "get_max_time_per_frame");
ClassDB::bind_method(D_METHOD("get_max_work_per_frame_percent"), &ThreadPool::get_max_work_per_frame_percent);
ClassDB::bind_method(D_METHOD("set_max_work_per_frame_percent", "value"), &ThreadPool::set_max_work_per_frame_percent);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "max_work_per_frame_percent"), "set_max_work_per_frame_percent", "get_max_work_per_frame_percent");
ClassDB::bind_method(D_METHOD("get_target_fps"), &ThreadPool::get_target_fps);
ClassDB::bind_method(D_METHOD("set_target_fps", "value"), &ThreadPool::set_target_fps);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "target_fps"), "set_target_fps", "get_target_fps");
ClassDB::bind_method(D_METHOD("apply_max_work_per_frame_percent"), &ThreadPool::apply_max_work_per_frame_percent);
ClassDB::bind_method(D_METHOD("is_working"), &ThreadPool::is_working);
ClassDB::bind_method(D_METHOD("is_working_no_lock"), &ThreadPool::is_working_no_lock);
ClassDB::bind_method(D_METHOD("has_job", "job"), &ThreadPool::has_job);
ClassDB::bind_method(D_METHOD("add_job", "job"), &ThreadPool::add_job);
ClassDB::bind_method(D_METHOD("cancel_job", "job"), &ThreadPool::cancel_job);
ClassDB::bind_method(D_METHOD("cancel_job_wait", "job"), &ThreadPool::cancel_job_wait);
ClassDB::bind_method(D_METHOD("update"), &ThreadPool::update);
}