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			145 lines
		
	
	
	
		
			3.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			145 lines
		
	
	
	
		
			3.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "workqueue.hpp"
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| 
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| #include <components/debug/debuglog.hpp>
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| 
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| #include <numeric>
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| 
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| namespace SceneUtil
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| {
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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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| 
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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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| 
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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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| 
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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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| 
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|     WorkQueue::WorkQueue(std::size_t workerThreads)
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|         : mIsReleased(false)
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|     {
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|         start(workerThreads);
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|     }
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| 
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|     WorkQueue::~WorkQueue()
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|     {
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|         stop();
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|     }
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| 
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|     void WorkQueue::start(std::size_t workerThreads)
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|     {
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|         {
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|             const std::lock_guard lock(mMutex);
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|             mIsReleased = false;
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|         }
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|         while (mThreads.size() < workerThreads)
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|             mThreads.emplace_back(std::make_unique<WorkThread>(*this));
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|     }
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| 
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|     void WorkQueue::stop()
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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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| 
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|         mThreads.clear();
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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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|             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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| 
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|         std::unique_lock<std::mutex> lock(mMutex);
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|         if (front)
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|             mQueue.push_front(std::move(item));
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|         else
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|             mQueue.push_back(std::move(item));
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|         mCondition.notify_one();
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|     }
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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 = std::move(mQueue.front());
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|             mQueue.pop_front();
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|             return item;
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|         }
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|         return nullptr;
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|     }
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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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| 
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|     unsigned int WorkQueue::getNumActiveThreads() const
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|     {
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|         return std::accumulate(
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|             mThreads.begin(), mThreads.end(), 0u, [](auto r, const auto& t) { return r + t->isActive(); });
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|     }
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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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| 
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|     WorkThread::~WorkThread()
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|     {
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|         mThread.join();
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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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|             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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| 
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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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| }
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