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openmw-tes3mp/components/sceneutil/workqueue.hpp

97 lines
2.7 KiB
C++

#ifndef OPENMW_COMPONENTS_SCENEUTIL_WORKQUEUE_H
#define OPENMW_COMPONENTS_SCENEUTIL_WORKQUEUE_H
#include <OpenThreads/Atomic>
#include <OpenThreads/Mutex>
#include <OpenThreads/Condition>
#include <OpenThreads/Thread>
#include <osg/Referenced>
#include <osg/ref_ptr>
#include <queue>
namespace SceneUtil
{
class WorkItem : public osg::Referenced
{
public:
WorkItem();
virtual ~WorkItem();
/// Override in a derived WorkItem to perform actual work.
virtual void doWork() {}
bool isDone() const;
/// Wait until the work is completed. Usually called from the main thread.
void waitTillDone();
/// Internal use by the WorkQueue.
void signalDone();
/// Set abort flag in order to return from doWork() as soon as possible. May not be respected by all WorkItems.
virtual void abort() {}
protected:
OpenThreads::Atomic mDone;
OpenThreads::Mutex mMutex;
OpenThreads::Condition mCondition;
};
class WorkThread;
/// @brief A work queue that users can push work items onto, to be completed by one or more background threads.
/// @note Work items will be processed in the order that they were given in, however
/// if multiple work threads are involved then it is possible for a later item to complete before earlier items.
class WorkQueue : public osg::Referenced
{
public:
WorkQueue(int numWorkerThreads=1);
~WorkQueue();
/// Add a new work item to the back of the queue.
/// @par The work item's waitTillDone() method may be used by the caller to wait until the work is complete.
/// @param front If true, add item to the front of the queue. If false (default), add to the back.
void addWorkItem(osg::ref_ptr<WorkItem> item, bool front=false);
/// Get the next work item from the front of the queue. If the queue is empty, waits until a new item is added.
/// If the workqueue is in the process of being destroyed, may return NULL.
/// @par Used internally by the WorkThread.
osg::ref_ptr<WorkItem> removeWorkItem();
unsigned int getNumItems() const;
unsigned int getNumActiveThreads() const;
private:
bool mIsReleased;
std::deque<osg::ref_ptr<WorkItem> > mQueue;
mutable OpenThreads::Mutex mMutex;
OpenThreads::Condition mCondition;
std::vector<WorkThread*> mThreads;
};
/// Internally used by WorkQueue.
class WorkThread : public OpenThreads::Thread
{
public:
WorkThread(WorkQueue* workQueue);
virtual void run();
bool isActive() const;
private:
WorkQueue* mWorkQueue;
volatile bool mActive;
};
}
#endif