pandemonium_engine/core/os/thread_pool.h

129 lines
4.2 KiB
C++

#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<ThreadPoolJob> 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<ThreadPoolJob> &job);
void add_job(const Ref<ThreadPoolJob> &job);
void cancel_job(Ref<ThreadPoolJob> job);
void cancel_job_wait(Ref<ThreadPoolJob> 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<ThreadPoolContext *> _threads;
List<Ref<ThreadPoolJob>> _queue;
};
#endif