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authorcommit-bot@chromium.org <commit-bot@chromium.org@2bbb7eff-a529-9590-31e7-b0007b416f81>2014-02-28 20:31:31 +0000
committercommit-bot@chromium.org <commit-bot@chromium.org@2bbb7eff-a529-9590-31e7-b0007b416f81>2014-02-28 20:31:31 +0000
commit57420ed3487068a143c3d8eef4da8614315abf3d (patch)
tree5fd161c6d2633116d5ea848b720350303c272b05 /utils/SkThreadPool.h
parent2a691179033e991d291008b39bf2714052fd97c9 (diff)
downloadinclude-57420ed3487068a143c3d8eef4da8614315abf3d.tar.gz
DM: make GPU tasks multithreaded again. Big refactor.
The main meat of things is in SkThreadPool. We can now give SkThreadPool a type for each thread to create and destroy on its local stack. It's TLS without going through SkTLS. I've split the DM tasks into CpuTasks that run on threads with no TLS, and GpuTasks that run on threads with a thread local GrContextFactory. The old CpuTask and GpuTask have been renamed to CpuGMTask and GpuGMTask. Upshot: default run of out/Debug/dm goes from ~45 seconds to ~20 seconds. BUG=skia: R=bsalomon@google.com, mtklein@google.com, reed@google.com Author: mtklein@chromium.org Review URL: https://codereview.chromium.org/179233005 git-svn-id: http://skia.googlecode.com/svn/trunk/include@13632 2bbb7eff-a529-9590-31e7-b0007b416f81
Diffstat (limited to 'utils/SkThreadPool.h')
-rw-r--r--utils/SkThreadPool.h161
1 files changed, 150 insertions, 11 deletions
diff --git a/utils/SkThreadPool.h b/utils/SkThreadPool.h
index 0aa7c08..a75bed8 100644
--- a/utils/SkThreadPool.h
+++ b/utils/SkThreadPool.h
@@ -12,24 +12,42 @@
#include "SkRunnable.h"
#include "SkTDArray.h"
#include "SkTInternalLList.h"
+#include "SkThreadUtils.h"
+#include "SkTypes.h"
-class SkThread;
+#if defined(SK_BUILD_FOR_UNIX) || defined(SK_BUILD_FOR_MAC) || defined(SK_BUILD_FOR_ANDROID)
+# include <unistd.h>
+#endif
-class SkThreadPool {
+// Returns the number of cores on this machine.
+static inline int num_cores() {
+#if defined(SK_BUILD_FOR_WIN32)
+ SYSTEM_INFO sysinfo;
+ GetSystemInfo(&sysinfo);
+ return sysinfo.dwNumberOfProcessors;
+#elif defined(SK_BUILD_FOR_UNIX) || defined(SK_BUILD_FOR_MAC) || defined(SK_BUILD_FOR_ANDROID)
+ return sysconf(_SC_NPROCESSORS_ONLN);
+#else
+ return 1;
+#endif
+}
+template <typename T>
+class SkTThreadPool {
public:
/**
* Create a threadpool with count threads, or one thread per core if kThreadPerCore.
*/
static const int kThreadPerCore = -1;
- explicit SkThreadPool(int count);
- ~SkThreadPool();
+ explicit SkTThreadPool(int count);
+ ~SkTThreadPool();
/**
- * Queues up an SkRunnable to run when a thread is available, or immediately if
- * count is 0. NULL is a safe no-op. Does not take ownership.
+ * Queues up an SkRunnable to run when a thread is available, or synchronously if count is 0.
+ * Does not take ownership. NULL is a safe no-op. If T is not void, the runnable will be passed
+ * a reference to a T on the thread's local stack.
*/
- void add(SkRunnable*);
+ void add(SkTRunnable<T>*);
/**
* Block until all added SkRunnables have completed. Once called, calling add() is undefined.
@@ -38,10 +56,7 @@ public:
private:
struct LinkedRunnable {
- // Unowned pointer.
- SkRunnable* fRunnable;
-
- private:
+ SkTRunnable<T>* fRunnable; // Unowned.
SK_DECLARE_INTERNAL_LLIST_INTERFACE(LinkedRunnable);
};
@@ -60,4 +75,128 @@ public:
static void Loop(void*); // Static because we pass in this.
};
+template <typename T>
+SkTThreadPool<T>::SkTThreadPool(int count) : fState(kRunning_State), fBusyThreads(0) {
+ if (count < 0) {
+ count = num_cores();
+ }
+ // Create count threads, all running SkTThreadPool::Loop.
+ for (int i = 0; i < count; i++) {
+ SkThread* thread = SkNEW_ARGS(SkThread, (&SkTThreadPool::Loop, this));
+ *fThreads.append() = thread;
+ thread->start();
+ }
+}
+
+template <typename T>
+SkTThreadPool<T>::~SkTThreadPool() {
+ if (kRunning_State == fState) {
+ this->wait();
+ }
+}
+
+namespace SkThreadPoolPrivate {
+
+template <typename T>
+struct ThreadLocal {
+ void run(SkTRunnable<T>* r) { r->run(data); }
+ T data;
+};
+
+template <>
+struct ThreadLocal<void> {
+ void run(SkTRunnable<void>* r) { r->run(); }
+};
+
+} // namespace SkThreadPoolPrivate
+
+template <typename T>
+void SkTThreadPool<T>::add(SkTRunnable<T>* r) {
+ if (r == NULL) {
+ return;
+ }
+
+ if (fThreads.isEmpty()) {
+ SkThreadPoolPrivate::ThreadLocal<T> threadLocal;
+ threadLocal.run(r);
+ return;
+ }
+
+ LinkedRunnable* linkedRunnable = SkNEW(LinkedRunnable);
+ linkedRunnable->fRunnable = r;
+ fReady.lock();
+ SkASSERT(fState != kHalting_State); // Shouldn't be able to add work when we're halting.
+ fQueue.addToHead(linkedRunnable);
+ fReady.signal();
+ fReady.unlock();
+}
+
+
+template <typename T>
+void SkTThreadPool<T>::wait() {
+ fReady.lock();
+ fState = kWaiting_State;
+ fReady.broadcast();
+ fReady.unlock();
+
+ // Wait for all threads to stop.
+ for (int i = 0; i < fThreads.count(); i++) {
+ fThreads[i]->join();
+ SkDELETE(fThreads[i]);
+ }
+ SkASSERT(fQueue.isEmpty());
+}
+
+template <typename T>
+/*static*/ void SkTThreadPool<T>::Loop(void* arg) {
+ // The SkTThreadPool passes itself as arg to each thread as they're created.
+ SkTThreadPool<T>* pool = static_cast<SkTThreadPool<T>*>(arg);
+ SkThreadPoolPrivate::ThreadLocal<T> threadLocal;
+
+ while (true) {
+ // We have to be holding the lock to read the queue and to call wait.
+ pool->fReady.lock();
+ while(pool->fQueue.isEmpty()) {
+ // Does the client want to stop and are all the threads ready to stop?
+ // If so, we move into the halting state, and whack all the threads so they notice.
+ if (kWaiting_State == pool->fState && pool->fBusyThreads == 0) {
+ pool->fState = kHalting_State;
+ pool->fReady.broadcast();
+ }
+ // Any time we find ourselves in the halting state, it's quitting time.
+ if (kHalting_State == pool->fState) {
+ pool->fReady.unlock();
+ return;
+ }
+ // wait yields the lock while waiting, but will have it again when awoken.
+ pool->fReady.wait();
+ }
+ // We've got the lock back here, no matter if we ran wait or not.
+
+ // The queue is not empty, so we have something to run. Claim it.
+ LinkedRunnable* r = pool->fQueue.tail();
+
+ pool->fQueue.remove(r);
+
+ // Having claimed our SkRunnable, we now give up the lock while we run it.
+ // Otherwise, we'd only ever do work on one thread at a time, which rather
+ // defeats the point of this code.
+ pool->fBusyThreads++;
+ pool->fReady.unlock();
+
+ // OK, now really do the work.
+ threadLocal.run(r->fRunnable);
+ SkDELETE(r);
+
+ // Let everyone know we're not busy.
+ pool->fReady.lock();
+ pool->fBusyThreads--;
+ pool->fReady.unlock();
+ }
+
+ SkASSERT(false); // Unreachable. The only exit happens when pool->fState is kHalting_State.
+}
+
+typedef SkTThreadPool<void> SkThreadPool;
+
#endif