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			120 lines
		
	
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			120 lines
		
	
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "workqueue.hpp"
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#include <iostream>
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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 > 0)
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        return;
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    OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
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    while (mDone == 0)
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    {
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        mCondition.wait(&mMutex);
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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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        OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
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        mDone.exchange(1);
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    }
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    mCondition.broadcast();
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}
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WorkItem::WorkItem()
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{
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}
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WorkItem::~WorkItem()
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{
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}
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bool WorkItem::isDone() const
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{
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    return (mDone > 0);
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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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    {
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        WorkThread* thread = new WorkThread(this);
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        mThreads.push_back(thread);
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        thread->startThread();
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    }
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}
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WorkQueue::~WorkQueue()
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{
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    {
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        OpenThreads::ScopedLock<OpenThreads::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.broadcast();
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    }
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    for (unsigned int i=0; i<mThreads.size(); ++i)
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    {
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        mThreads[i]->join();
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        delete mThreads[i];
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    }
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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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        std::cerr << "warning, trying to add a work item that is already completed" << std::endl;
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        return;
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    }
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    OpenThreads::ScopedLock<OpenThreads::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.signal();
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}
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osg::ref_ptr<WorkItem> WorkQueue::removeWorkItem()
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{
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    OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
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    while (mQueue.empty() && !mIsReleased)
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    {
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        mCondition.wait(&mMutex);
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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 NULL;
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}
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WorkThread::WorkThread(WorkQueue *workQueue)
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    : mWorkQueue(workQueue)
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{
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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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        item->doWork();
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        item->signalDone();
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    }
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}
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}
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