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godot/thirdparty/jolt_physics/Jolt/Core/JobSystemThreadPool.h
noahbackus 9d30169a8d
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initial commit, 4.5 stable
2025-09-16 20:46:46 -04:00

102 lines
3.9 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Core/JobSystemWithBarrier.h>
#include <Jolt/Core/FixedSizeFreeList.h>
#include <Jolt/Core/Semaphore.h>
JPH_SUPPRESS_WARNINGS_STD_BEGIN
#include <thread>
JPH_SUPPRESS_WARNINGS_STD_END
JPH_NAMESPACE_BEGIN
// Things we're using from STL
using std::thread;
/// Implementation of a JobSystem using a thread pool
///
/// Note that this is considered an example implementation. It is expected that when you integrate
/// the physics engine into your own project that you'll provide your own implementation of the
/// JobSystem built on top of whatever job system your project uses.
class JPH_EXPORT JobSystemThreadPool final : public JobSystemWithBarrier
{
public:
JPH_OVERRIDE_NEW_DELETE
/// Creates a thread pool.
/// @see JobSystemThreadPool::Init
JobSystemThreadPool(uint inMaxJobs, uint inMaxBarriers, int inNumThreads = -1);
JobSystemThreadPool() = default;
virtual ~JobSystemThreadPool() override;
/// Functions to call when a thread is initialized or exits, must be set before calling Init()
using InitExitFunction = function<void(int)>;
void SetThreadInitFunction(const InitExitFunction &inInitFunction) { mThreadInitFunction = inInitFunction; }
void SetThreadExitFunction(const InitExitFunction &inExitFunction) { mThreadExitFunction = inExitFunction; }
/// Initialize the thread pool
/// @param inMaxJobs Max number of jobs that can be allocated at any time
/// @param inMaxBarriers Max number of barriers that can be allocated at any time
/// @param inNumThreads Number of threads to start (the number of concurrent jobs is 1 more because the main thread will also run jobs while waiting for a barrier to complete). Use -1 to auto detect the amount of CPU's.
void Init(uint inMaxJobs, uint inMaxBarriers, int inNumThreads = -1);
// See JobSystem
virtual int GetMaxConcurrency() const override { return int(mThreads.size()) + 1; }
virtual JobHandle CreateJob(const char *inName, ColorArg inColor, const JobFunction &inJobFunction, uint32 inNumDependencies = 0) override;
/// Change the max concurrency after initialization
void SetNumThreads(int inNumThreads) { StopThreads(); StartThreads(inNumThreads); }
protected:
// See JobSystem
virtual void QueueJob(Job *inJob) override;
virtual void QueueJobs(Job **inJobs, uint inNumJobs) override;
virtual void FreeJob(Job *inJob) override;
private:
/// Start/stop the worker threads
void StartThreads(int inNumThreads);
void StopThreads();
/// Entry point for a thread
void ThreadMain(int inThreadIndex);
/// Get the head of the thread that has processed the least amount of jobs
inline uint GetHead() const;
/// Internal helper function to queue a job
inline void QueueJobInternal(Job *inJob);
/// Functions to call when initializing or exiting a thread
InitExitFunction mThreadInitFunction = [](int) { };
InitExitFunction mThreadExitFunction = [](int) { };
/// Array of jobs (fixed size)
using AvailableJobs = FixedSizeFreeList<Job>;
AvailableJobs mJobs;
/// Threads running jobs
Array<thread> mThreads;
// The job queue
static constexpr uint32 cQueueLength = 1024;
static_assert(IsPowerOf2(cQueueLength)); // We do bit operations and require queue length to be a power of 2
atomic<Job *> mQueue[cQueueLength];
// Head and tail of the queue, do this value modulo cQueueLength - 1 to get the element in the mQueue array
atomic<uint> * mHeads = nullptr; ///< Per executing thread the head of the current queue
alignas(JPH_CACHE_LINE_SIZE) atomic<uint> mTail = 0; ///< Tail (write end) of the queue
// Semaphore used to signal worker threads that there is new work
Semaphore mSemaphore;
/// Boolean to indicate that we want to stop the job system
atomic<bool> mQuit = false;
};
JPH_NAMESPACE_END