//------------------------------------------------------------------------------
// emRenderThreadPool.h
//
// Copyright (C) 2016-2017 Oliver Hamann.
//
// Homepage: http://eaglemode.sourceforge.net/
//
// This program is free software: you can redistribute it and/or modify it under
// the terms of the GNU General Public License version 3 as published by the
// Free Software Foundation.
//
// This program is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
// FOR A PARTICULAR PURPOSE. See the GNU General Public License version 3 for
// more details.
//
// You should have received a copy of the GNU General Public License version 3
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//------------------------------------------------------------------------------
#ifndef emRenderThreadPool_h
#define emRenderThreadPool_h
#ifndef emCoreConfig_h
#include <emCore/emCoreConfig.h>
#endif
#ifndef emThread_h
#include <emCore/emThread.h>
#endif
//==============================================================================
//============================= emRenderThreadPool =============================
//==============================================================================
class emRenderThreadPool : public emModel {
public:
// Class for a thread pool which can call a function concurrently.
// Mainly, this is used for speeding up rendering of graphics. The
// number of threads is the number of threads the hardware can run
// concurrently, but limited through emCoreConfig::MaxRenderThreads.
static emRef<emRenderThreadPool> Acquire(emRootContext & rootContext);
// Acquire the instance in a root context.
int GetThreadCount() const;
// Get number of threads. This includes the calling thread.
typedef void (*Func) (void * data, int index);
// Data type for a function to be called concurrently.
void CallParallel(Func func, void * data, int count);
// Call a function concurrently. This is equivalent to:
// for (int i = 0; i < count; i++) func(data, i);
// But parallelized best possible.
void CallParallel(Func func, void * data);
// Same as CallParallel(func,data,GetThreadCount());
protected:
emRenderThreadPool(emContext & context, const emString & name);
virtual ~emRenderThreadPool();
virtual bool Cycle();
private:
void UpdateThreadCount();
void CreateChildThreads(int count);
void DestroyChildThreads();
static int ChildThreadFunc(void * arg);
int ChildThreadRun();
emRef<emCoreConfig> CoreConfig;
emArray<emThread*> ChildThreads;
bool TerminateChildThreads;
Func CurrentFunc;
void * CurrentData;
int CurrentCount;
int CurrentStarted;
emThreadMiniMutex Mutex;
emThreadEvent ActivateEvent;
emThreadEvent DoneEvent;
};
inline int emRenderThreadPool::GetThreadCount() const
{
return ChildThreads.GetCount() + 1;
}
inline void emRenderThreadPool::CallParallel(Func func, void * data)
{
CallParallel(func,data,GetThreadCount());
}
#endif