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92 lines
2.1 KiB
C++
92 lines
2.1 KiB
C++
#ifndef OPENMW_COMPONENTS_SCENEUTIL_WORKQUEUE_H
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#define OPENMW_COMPONENTS_SCENEUTIL_WORKQUEUE_H
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#include <OpenThreads/Atomic>
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#include <OpenThreads/Mutex>
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#include <OpenThreads/Condition>
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#include <OpenThreads/Thread>
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#include <osg/Referenced>
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#include <osg/ref_ptr>
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#include <queue>
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namespace SceneUtil
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{
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class WorkTicket : public osg::Referenced
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{
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public:
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void waitTillDone();
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void signalDone();
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private:
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OpenThreads::Atomic mDone;
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OpenThreads::Mutex mMutex;
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OpenThreads::Condition mCondition;
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};
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class WorkItem
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{
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public:
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WorkItem();
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virtual ~WorkItem();
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/// Override in a derived WorkItem to perform actual work.
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/// By default, just signals the ticket that the work is done.
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virtual void doWork();
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osg::ref_ptr<WorkTicket> getTicket();
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protected:
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osg::ref_ptr<WorkTicket> mTicket;
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};
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class WorkQueue;
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class WorkThread : public OpenThreads::Thread
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{
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public:
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WorkThread(WorkQueue* workQueue);
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virtual void run();
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private:
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WorkQueue* mWorkQueue;
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};
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/// @brief A work queue that users can push work items onto, to be completed by one or more background threads.
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class WorkQueue
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{
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public:
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WorkQueue(int numWorkerThreads=1);
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~WorkQueue();
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/// Add a new work item to the back of the queue.
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/// @par The returned WorkTicket may be used by the caller to wait until the work is complete.
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osg::ref_ptr<WorkTicket> addWorkItem(WorkItem* item);
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/// Get the next work item from the front of the queue. If the queue is empty, waits until a new item is added.
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/// If the workqueue is in the process of being destroyed, may return NULL.
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/// @note The caller must free the returned WorkItem
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WorkItem* removeWorkItem();
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void runThread();
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private:
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bool mIsReleased;
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std::queue<WorkItem*> mQueue;
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OpenThreads::Mutex mMutex;
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OpenThreads::Condition mCondition;
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std::vector<WorkThread*> mThreads;
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};
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}
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#endif
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