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73 lines
1.7 KiB
C++
73 lines
1.7 KiB
C++
#pragma once
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#include <cstdint>
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// The new threadpool.
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// To help future smart scheduling.
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enum class TaskType {
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CPU_COMPUTE,
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IO_BLOCKING,
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};
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// Implement this to make something that you can run on the thread manager.
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class Task {
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public:
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virtual ~Task() {}
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virtual void Run() = 0;
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virtual bool Cancellable() { return false; }
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virtual void Cancel() {}
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virtual uint64_t id() { return 0; }
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};
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class Waitable {
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public:
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virtual ~Waitable() {}
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virtual void Wait() = 0;
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void WaitAndRelease() {
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Wait();
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delete this;
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}
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};
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struct ThreadContext;
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struct GlobalThreadContext;
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class ThreadManager {
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public:
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ThreadManager();
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~ThreadManager();
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// The distinction here is to be able to take hyper-threading into account.
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// It gets even trickier when you think about mobile chips with BIG/LITTLE, but we'll
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// just ignore it and let the OS handle it.
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void Init(int numCores, int numLogicalCoresPerCpu);
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void EnqueueTask(Task *task, TaskType taskType);
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void EnqueueTaskOnThread(int threadNum, Task *task, TaskType taskType);
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void Teardown();
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bool IsInitialized() const;
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// Currently does nothing. It will always be best-effort - maybe it cancels,
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// maybe it doesn't. Note that the id is the id() returned by the task. You need to make that
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// something meaningful yourself.
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void TryCancelTask(uint64_t id);
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// Parallel loops (assumed compute-limited) get one thread per logical core. We have a few extra threads too
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// for I/O bounds tasks, that can be run concurrently with those.
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int GetNumLooperThreads() const;
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private:
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// This is always pointing to a context, initialized in the constructor.
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GlobalThreadContext *global_;
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int numThreads_ = 0;
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int numComputeThreads_ = 0;
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friend struct ThreadContext;
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};
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extern ThreadManager g_threadManager;
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