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133 lines
2.4 KiB
C++
133 lines
2.4 KiB
C++
#include "workqueue.hpp"
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#include <components/debug/debuglog.hpp>
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#include <numeric>
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namespace SceneUtil
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{
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void WorkItem::waitTillDone()
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{
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if (mDone)
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return;
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std::unique_lock<std::mutex> lock(mMutex);
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while (!mDone)
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{
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mCondition.wait(lock);
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}
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}
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void WorkItem::signalDone()
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{
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{
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std::unique_lock<std::mutex> lock(mMutex);
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mDone = true;
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}
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mCondition.notify_all();
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}
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bool WorkItem::isDone() const
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{
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return mDone;
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}
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WorkQueue::WorkQueue(int workerThreads)
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: mIsReleased(false)
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{
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for (int i=0; i<workerThreads; ++i)
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mThreads.emplace_back(std::make_unique<WorkThread>(*this));
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}
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WorkQueue::~WorkQueue()
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{
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{
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std::unique_lock<std::mutex> lock(mMutex);
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while (!mQueue.empty())
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mQueue.pop_back();
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mIsReleased = true;
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mCondition.notify_all();
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}
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mThreads.clear();
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}
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void WorkQueue::addWorkItem(osg::ref_ptr<WorkItem> item, bool front)
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{
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if (item->isDone())
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{
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Log(Debug::Error) << "Error: trying to add a work item that is already completed";
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return;
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}
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std::unique_lock<std::mutex> lock(mMutex);
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if (front)
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mQueue.push_front(item);
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else
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mQueue.push_back(item);
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mCondition.notify_one();
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}
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osg::ref_ptr<WorkItem> WorkQueue::removeWorkItem()
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{
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std::unique_lock<std::mutex> lock(mMutex);
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while (mQueue.empty() && !mIsReleased)
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{
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mCondition.wait(lock);
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}
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if (!mQueue.empty())
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{
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osg::ref_ptr<WorkItem> item = mQueue.front();
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mQueue.pop_front();
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return item;
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}
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else
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return nullptr;
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}
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unsigned int WorkQueue::getNumItems() const
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{
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std::unique_lock<std::mutex> lock(mMutex);
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return mQueue.size();
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}
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unsigned int WorkQueue::getNumActiveThreads() const
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{
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return std::accumulate(mThreads.begin(), mThreads.end(), 0u,
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[] (auto r, const auto& t) { return r + t->isActive(); });
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}
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WorkThread::WorkThread(WorkQueue& workQueue)
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: mWorkQueue(&workQueue)
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, mActive(false)
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, mThread([this] { run(); })
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{
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}
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WorkThread::~WorkThread()
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{
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mThread.join();
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}
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void WorkThread::run()
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{
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while (true)
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{
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osg::ref_ptr<WorkItem> item = mWorkQueue->removeWorkItem();
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if (!item)
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return;
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mActive = true;
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item->doWork();
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item->signalDone();
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mActive = false;
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}
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}
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bool WorkThread::isActive() const
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{
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return mActive;
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}
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}
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