mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-22 04:12:09 +00:00
465 lines
15 KiB
C++
465 lines
15 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __THREAD_H__
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#define __THREAD_H__
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/*
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================================================
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idSysMutex provides a C++ wrapper to the low level system mutex functions. A mutex is an
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object that can only be locked by one thread at a time. It's used to prevent two threads
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from accessing the same piece of data simultaneously.
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================================================
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*/
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class idSysMutex {
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public:
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idSysMutex() { Sys_MutexCreate( handle ); }
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~idSysMutex() { Sys_MutexDestroy( handle ); }
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bool Lock( bool blocking = true ) { return Sys_MutexLock( handle, blocking ); }
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void Unlock() { Sys_MutexUnlock( handle ); }
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private:
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mutexHandle_t handle;
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idSysMutex( const idSysMutex & s ) {}
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void operator=( const idSysMutex & s ) {}
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};
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/*
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================================================
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idScopedCriticalSection is a helper class that automagically locks a mutex when it's created
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and unlocks it when it goes out of scope.
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================================================
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*/
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class idScopedCriticalSection {
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public:
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idScopedCriticalSection( idSysMutex & m ) : mutex(&m) { mutex->Lock(); }
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~idScopedCriticalSection() { mutex->Unlock(); }
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private:
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idSysMutex * mutex; // NOTE: making this a reference causes a TypeInfo crash
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};
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/*
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================================================
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idSysSignal is a C++ wrapper for the low level system signal functions. A signal is an object
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that a thread can wait on for it to be raised. It's used to indicate data is available or that
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a thread has reached a specific point.
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================================================
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*/
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class idSysSignal {
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public:
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static const int WAIT_INFINITE = -1;
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idSysSignal( bool manualReset = false ) { Sys_SignalCreate( handle, manualReset ); }
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~idSysSignal() { Sys_SignalDestroy( handle ); }
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void Raise() { Sys_SignalRaise( handle ); }
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void Clear() { Sys_SignalClear( handle ); }
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// Wait returns true if the object is in a signalled state and
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// returns false if the wait timed out. Wait also clears the signalled
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// state when the signalled state is reached within the time out period.
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bool Wait( int timeout = WAIT_INFINITE ) { return Sys_SignalWait( handle, timeout ); }
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private:
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signalHandle_t handle;
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idSysSignal( const idSysSignal & s ) {}
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void operator=( const idSysSignal & s ) {}
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};
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/*
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================================================
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idSysInterlockedInteger is a C++ wrapper for the low level system interlocked integer
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routines to atomically increment or decrement an integer.
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================================================
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*/
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class idSysInterlockedInteger {
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public:
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idSysInterlockedInteger() : value( 0 ) {}
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// atomically increments the integer and returns the new value
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int Increment() { return Sys_InterlockedIncrement( value ); }
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// atomically decrements the integer and returns the new value
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int Decrement() { return Sys_InterlockedDecrement( value ); }
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// atomically adds a value to the integer and returns the new value
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int Add( int v ) { return Sys_InterlockedAdd( value, (interlockedInt_t) v ); }
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// atomically subtracts a value from the integer and returns the new value
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int Sub( int v ) { return Sys_InterlockedSub( value, (interlockedInt_t) v ); }
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// returns the current value of the integer
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int GetValue() const { return value; }
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// sets a new value, Note: this operation is not atomic
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void SetValue( int v ) { value = (interlockedInt_t)v; }
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private:
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interlockedInt_t value;
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};
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/*
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================================================
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idSysInterlockedPointer is a C++ wrapper around the low level system interlocked pointer
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routine to atomically set a pointer while retrieving the previous value of the pointer.
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================================================
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*/
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template< typename T >
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class idSysInterlockedPointer {
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public:
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idSysInterlockedPointer() : ptr( NULL ) {}
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// atomically sets the pointer and returns the previous pointer value
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T * Set( T * newPtr ) {
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return (T *) Sys_InterlockedExchangePointer( (void * &) ptr, newPtr );
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}
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// atomically sets the pointer to 'newPtr' only if the previous pointer is equal to 'comparePtr'
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// ptr = ( ptr == comparePtr ) ? newPtr : ptr
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T * CompareExchange( T * comparePtr, T * newPtr ) {
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return (T *) Sys_InterlockedCompareExchangePointer( (void * &) ptr, comparePtr, newPtr );
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}
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// returns the current value of the pointer
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T * Get() const { return ptr; }
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private:
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T * ptr;
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};
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/*
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================================================
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idSysThread is an abstract base class, to be extended by classes implementing the
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idSysThread::Run() method.
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class idMyThread : public idSysThread {
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public:
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virtual int Run() {
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// run thread code here
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return 0;
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}
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// specify thread data here
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};
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idMyThread thread;
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thread.Start( "myThread" );
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A worker thread is a thread that waits in place (without consuming CPU)
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until work is available. A worker thread is implemented as normal, except that, instead of
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calling the Start() method, the StartWorker() method is called to start the thread.
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Note that the Sys_CreateThread function does not support the concept of worker threads.
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class idMyWorkerThread : public idSysThread {
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public:
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virtual int Run() {
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// run thread code here
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return 0;
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}
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// specify thread data here
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};
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idMyWorkerThread thread;
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thread.StartThread( "myWorkerThread" );
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// main thread loop
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for ( ; ; ) {
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// setup work for the thread here (by modifying class data on the thread)
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thread.SignalWork(); // kick in the worker thread
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// run other code in the main thread here (in parallel with the worker thread)
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thread.WaitForThread(); // wait for the worker thread to finish
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// use results from worker thread here
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}
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In the above example, the thread does not continuously run in parallel with the main Thread,
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but only for a certain period of time in a very controlled manner. Work is set up for the
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Thread and then the thread is signalled to process that work while the main thread continues.
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After doing other work, the main thread can wait for the worker thread to finish, if it has not
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finished already. When the worker thread is done, the main thread can safely use the results
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from the worker thread.
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Note that worker threads are useful on all platforms but they do not map to the SPUs on the PS3.
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================================================
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*/
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class idSysThread {
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public:
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idSysThread();
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virtual ~idSysThread();
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const char * GetName() const { return name.c_str(); }
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uintptr_t GetThreadHandle() const { return threadHandle; }
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bool IsRunning() const { return isRunning; }
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bool IsTerminating() const { return isTerminating; }
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//------------------------
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// Thread Start/Stop/Wait
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//------------------------
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bool StartThread( const char * name, core_t core,
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xthreadPriority priority = THREAD_NORMAL,
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int stackSize = DEFAULT_THREAD_STACK_SIZE );
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bool StartWorkerThread( const char * name, core_t core,
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xthreadPriority priority = THREAD_NORMAL,
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int stackSize = DEFAULT_THREAD_STACK_SIZE );
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void StopThread( bool wait = true );
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// This can be called from multiple other threads. However, in the case
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// of a worker thread, the work being "done" has little meaning if other
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// threads are continuously signalling more work.
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void WaitForThread();
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//------------------------
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// Worker Thread
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//------------------------
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// Signals the thread to notify work is available.
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// This can be called from multiple other threads.
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void SignalWork();
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// Returns true if the work is done without waiting.
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// This can be called from multiple other threads. However, the work
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// being "done" has little meaning if other threads are continuously
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// signalling more work.
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bool IsWorkDone();
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protected:
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// The routine that performs the work.
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virtual int Run();
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private:
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idStr name;
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uintptr_t threadHandle;
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bool isWorker;
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bool isRunning;
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volatile bool isTerminating;
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volatile bool moreWorkToDo;
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idSysSignal signalWorkerDone;
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idSysSignal signalMoreWorkToDo;
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idSysMutex signalMutex;
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static int ThreadProc( idSysThread * thread );
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idSysThread( const idSysThread & s ) {}
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void operator=( const idSysThread & s ) {}
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};
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/*
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================================================
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idSysWorkerThreadGroup implements a group of worker threads that
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typically crunch through a collection of similar tasks.
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class idMyWorkerThread : public idSysThread {
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public:
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virtual int Run() {
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// run thread code here
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return 0;
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}
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// specify thread data here
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};
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idSysWorkerThreadGroup<idMyWorkerThread> workers( "myWorkers", 4 );
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for ( ; ; ) {
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for ( int i = 0; i < workers.GetNumThreads(); i++ ) {
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// workers.GetThread( i )-> // setup work for this thread
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}
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workers.SignalWorkAndWait();
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// use results from the worker threads here
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}
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The concept of worker thread Groups is probably most useful for tools and compilers.
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For instance, the AAS Compiler is using a worker thread group. Although worker threads
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will work well on the PC, Mac and the 360, they do not directly map to the PS3,
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in that the worker threads won't automatically run on the SPUs.
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================================================
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*/
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template<class threadType>
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class idSysWorkerThreadGroup {
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public:
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idSysWorkerThreadGroup( const char * name, int numThreads,
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xthreadPriority priority = THREAD_NORMAL,
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int stackSize = DEFAULT_THREAD_STACK_SIZE );
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virtual ~idSysWorkerThreadGroup();
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int GetNumThreads() const { return threadList.Num(); }
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threadType & GetThread( int i ) { return *threadList[i]; }
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void SignalWorkAndWait();
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private:
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idList<threadType *, TAG_THREAD> threadList;
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bool runOneThreadInline; // use the signalling thread as one of the threads
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bool singleThreaded; // set to true for debugging
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};
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/*
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========================
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idSysWorkerThreadGroup<threadType>::idSysWorkerThreadGroup
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========================
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*/
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template<class threadType>
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ID_INLINE idSysWorkerThreadGroup<threadType>::idSysWorkerThreadGroup( const char * name,
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int numThreads, xthreadPriority priority, int stackSize ) {
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runOneThreadInline = ( numThreads < 0 );
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singleThreaded = false;
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numThreads = abs( numThreads );
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for( int i = 0; i < numThreads; i++ ) {
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threadType *thread = new (TAG_THREAD) threadType;
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thread->StartWorkerThread( va( "%s_worker%i", name, i ), (core_t) i, priority, stackSize );
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threadList.Append( thread );
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}
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}
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/*
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========================
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idSysWorkerThreadGroup<threadType>::~idSysWorkerThreadGroup
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========================
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*/
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template<class threadType>
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ID_INLINE idSysWorkerThreadGroup<threadType>::~idSysWorkerThreadGroup() {
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threadList.DeleteContents();
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}
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/*
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========================
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idSysWorkerThreadGroup<threadType>::SignalWorkAndWait
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========================
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*/
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template<class threadType>
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ID_INLINE void idSysWorkerThreadGroup<threadType>::SignalWorkAndWait() {
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if ( singleThreaded ) {
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for( int i = 0; i < threadList.Num(); i++ ) {
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threadList[ i ]->Run();
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}
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return;
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}
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for( int i = 0; i < threadList.Num() - runOneThreadInline; i++ ) {
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threadList[ i ]->SignalWork();
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}
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if ( runOneThreadInline ) {
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threadList[ threadList.Num() - 1 ]->Run();
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}
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for ( int i = 0; i < threadList.Num() - runOneThreadInline; i++ ) {
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threadList[ i ]->WaitForThread();
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}
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}
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/*
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================================================
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idSysThreadSynchronizer, allows a group of threads to
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synchronize with each other half-way through execution.
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idSysThreadSynchronizer sync;
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class idMyWorkerThread : public idSysThread {
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public:
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virtual int Run() {
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// perform first part of the work here
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sync.Synchronize( threadNum ); // synchronize all threads
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// perform second part of the work here
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return 0;
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}
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// specify thread data here
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unsigned int threadNum;
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};
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idSysWorkerThreadGroup<idMyWorkerThread> workers( "myWorkers", 4 );
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for ( int i = 0; i < workers.GetNumThreads(); i++ ) {
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workers.GetThread( i )->threadNum = i;
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}
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for ( ; ; ) {
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for ( int i = 0; i < workers.GetNumThreads(); i++ ) {
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// workers.GetThread( i )-> // setup work for this thread
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}
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workers.SignalWorkAndWait();
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// use results from the worker threads here
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}
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================================================
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*/
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class idSysThreadSynchronizer {
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public:
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static const int WAIT_INFINITE = -1;
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ID_INLINE void SetNumThreads( unsigned int num );
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ID_INLINE void Signal( unsigned int threadNum );
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ID_INLINE bool Synchronize( unsigned int threadNum, int timeout = WAIT_INFINITE );
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private:
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idList< idSysSignal *, TAG_THREAD > signals;
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idSysInterlockedInteger busyCount;
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};
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/*
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========================
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idSysThreadSynchronizer::SetNumThreads
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========================
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*/
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ID_INLINE void idSysThreadSynchronizer::SetNumThreads( unsigned int num ) {
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assert( busyCount.GetValue() == signals.Num() );
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if ( (int)num != signals.Num() ) {
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signals.DeleteContents();
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signals.SetNum( (int)num );
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for ( unsigned int i = 0; i < num; i++ ) {
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signals[i] = new (TAG_THREAD) idSysSignal();
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}
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busyCount.SetValue( num );
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SYS_MEMORYBARRIER;
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}
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}
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/*
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========================
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idSysThreadSynchronizer::Signal
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========================
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*/
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ID_INLINE void idSysThreadSynchronizer::Signal( unsigned int threadNum ) {
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if ( busyCount.Decrement() == 0 ) {
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busyCount.SetValue( (unsigned int) signals.Num() );
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SYS_MEMORYBARRIER;
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for ( int i = 0; i < signals.Num(); i++ ) {
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signals[i]->Raise();
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}
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}
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}
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/*
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========================
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idSysThreadSynchronizer::Synchronize
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========================
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*/
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ID_INLINE bool idSysThreadSynchronizer::Synchronize( unsigned int threadNum, int timeout ) {
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return signals[threadNum]->Wait( timeout );
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}
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#endif // !__THREAD_H__
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