зеркало из https://github.com/mozilla/gecko-dev.git
252 строки
8.0 KiB
C++
252 строки
8.0 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
|
|
* This Source Code Form is subject to the terms of the Mozilla Public
|
|
* License, v. 2.0. If a copy of the MPL was not distributed with this
|
|
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
|
|
|
|
#ifndef MOZILLA_GFX_TASKSCHEDULER_H_
|
|
#define MOZILLA_GFX_TASKSCHEDULER_H_
|
|
|
|
#include "mozilla/RefPtr.h"
|
|
#include "mozilla/gfx/Types.h"
|
|
#include "mozilla/RefCounted.h"
|
|
|
|
#ifdef WIN32
|
|
#include "mozilla/gfx/JobScheduler_win32.h"
|
|
#else
|
|
#include "mozilla/gfx/JobScheduler_posix.h"
|
|
#endif
|
|
|
|
#include <vector>
|
|
|
|
namespace mozilla {
|
|
namespace gfx {
|
|
|
|
class MultiThreadedJobQueue;
|
|
class SyncObject;
|
|
class WorkerThread;
|
|
|
|
class JobScheduler {
|
|
public:
|
|
/// Return one of the queues that the drawing worker threads pull from, chosen
|
|
/// pseudo-randomly.
|
|
static MultiThreadedJobQueue* GetDrawingQueue()
|
|
{
|
|
return sSingleton->mDrawingQueues[
|
|
sSingleton->mNextQueue++ % sSingleton->mDrawingQueues.size()
|
|
];
|
|
}
|
|
|
|
/// Return one of the queues that the drawing worker threads pull from with a
|
|
/// hash to choose the queue.
|
|
///
|
|
/// Calling this function several times with the same hash will yield the same queue.
|
|
static MultiThreadedJobQueue* GetDrawingQueue(uint32_t aHash)
|
|
{
|
|
return sSingleton->mDrawingQueues[
|
|
aHash % sSingleton->mDrawingQueues.size()
|
|
];
|
|
}
|
|
|
|
/// Return the task queue associated to the worker the task is pinned to if
|
|
/// the task is pinned to a worker, or a random queue.
|
|
static MultiThreadedJobQueue* GetQueueForJob(Job* aJob);
|
|
|
|
/// Initialize the task scheduler with aNumThreads worker threads for drawing
|
|
/// and aNumQueues task queues.
|
|
///
|
|
/// The number of threads must be superior or equal to the number of queues
|
|
/// (since for now a worker thread only pulls from one queue).
|
|
static bool Init(uint32_t aNumThreads, uint32_t aNumQueues);
|
|
|
|
/// Shut the scheduler down.
|
|
///
|
|
/// This will block until worker threads are joined and deleted.
|
|
static void ShutDown();
|
|
|
|
/// Returns true if there is a successfully initialized JobScheduler singleton.
|
|
static bool IsEnabled() { return !!sSingleton; }
|
|
|
|
/// Submit a task buffer to its associated queue.
|
|
///
|
|
/// The caller looses ownership of the task buffer.
|
|
static void SubmitJob(Job* aJobs);
|
|
|
|
/// Process commands until the command buffer needs to block on a sync object,
|
|
/// completes, yields, or encounters an error.
|
|
///
|
|
/// Can be used on any thread. Worker threads basically loop over this, but the
|
|
/// main thread can also dequeue pending task buffers and process them alongside
|
|
/// the worker threads if it is about to block until completion anyway.
|
|
///
|
|
/// The caller looses ownership of the task buffer.
|
|
static JobStatus ProcessJob(Job* aJobs);
|
|
|
|
protected:
|
|
static JobScheduler* sSingleton;
|
|
|
|
// queues of Job that are ready to be processed
|
|
std::vector<MultiThreadedJobQueue*> mDrawingQueues;
|
|
std::vector<WorkerThread*> mWorkerThreads;
|
|
Atomic<uint32_t> mNextQueue;
|
|
};
|
|
|
|
/// Jobs are not reference-counted because they don't have shared ownership.
|
|
/// The ownership of tasks can change when they are passed to certain methods
|
|
/// of JobScheduler and SyncObject. See the docuumentaion of these classes.
|
|
class Job {
|
|
public:
|
|
Job(SyncObject* aStart, SyncObject* aCompletion, WorkerThread* aThread = nullptr);
|
|
|
|
virtual ~Job();
|
|
|
|
virtual JobStatus Run() = 0;
|
|
|
|
/// For use in JobScheduler::SubmitJob. Don't use it anywhere else.
|
|
//already_AddRefed<SyncObject> GetAndResetStartSync();
|
|
SyncObject* GetStartSync() { return mStartSync; }
|
|
|
|
bool IsPinnedToAThread() const { return !!mPinToThread; }
|
|
|
|
WorkerThread* GetWorkerThread() { return mPinToThread; }
|
|
|
|
protected:
|
|
// An intrusive linked list of tasks waiting for a sync object to enter the
|
|
// signaled state. When the task is not waiting for a sync object, mNextWaitingJob
|
|
// should be null. This is only accessed from the thread that owns the task.
|
|
Job* mNextWaitingJob;
|
|
|
|
RefPtr<SyncObject> mStartSync;
|
|
RefPtr<SyncObject> mCompletionSync;
|
|
WorkerThread* mPinToThread;
|
|
|
|
friend class SyncObject;
|
|
};
|
|
|
|
class EventObject;
|
|
|
|
/// This task will set an EventObject.
|
|
///
|
|
/// Typically used as the final task, so that the main thread can block on the
|
|
/// corresponfing EventObject until all of the tasks are processed.
|
|
class SetEventJob : public Job
|
|
{
|
|
public:
|
|
explicit SetEventJob(EventObject* aEvent,
|
|
SyncObject* aStart, SyncObject* aCompletion = nullptr,
|
|
WorkerThread* aPinToWorker = nullptr);
|
|
|
|
~SetEventJob();
|
|
|
|
JobStatus Run() override;
|
|
|
|
EventObject* GetEvent() { return mEvent; }
|
|
|
|
protected:
|
|
RefPtr<EventObject> mEvent;
|
|
};
|
|
|
|
/// A synchronization object that can be used to express dependencies and ordering between
|
|
/// tasks.
|
|
///
|
|
/// Jobs can register to SyncObjects in order to asynchronously wait for a signal.
|
|
/// In practice, Job objects usually start with a sync object (startSyc) and end
|
|
/// with another one (completionSync).
|
|
/// a Job never gets processed before its startSync is in the signaled state, and
|
|
/// signals its completionSync as soon as it finishes. This is how dependencies
|
|
/// between tasks is expressed.
|
|
class SyncObject final : public external::AtomicRefCounted<SyncObject> {
|
|
public:
|
|
MOZ_DECLARE_REFCOUNTED_TYPENAME(SyncObject)
|
|
|
|
/// Create a synchronization object.
|
|
///
|
|
/// aNumPrerequisites represents the number of times the object must be signaled
|
|
/// before actually entering the signaled state (in other words, it means the
|
|
/// number of dependencies of this sync object).
|
|
///
|
|
/// Explicitly specifying the number of prerequisites when creating sync objects
|
|
/// makes it easy to start scheduling some of the prerequisite tasks while
|
|
/// creating the others, which is how we typically use the task scheduler.
|
|
/// Automatically determining the number of prerequisites using Job's constructor
|
|
/// brings the risk that the sync object enters the signaled state while we
|
|
/// are still adding prerequisites which is hard to fix without using muteces.
|
|
explicit SyncObject(uint32_t aNumPrerequisites = 1);
|
|
|
|
~SyncObject();
|
|
|
|
/// Attempt to register a task.
|
|
///
|
|
/// If the sync object is already in the signaled state, the buffer is *not*
|
|
/// registered and the sync object does not take ownership of the task.
|
|
/// If the object is not yet in the signaled state, it takes ownership of
|
|
/// the task and places it in a list of pending tasks.
|
|
/// Pending tasks will not be processed by the worker thread.
|
|
/// When the SyncObject reaches the signaled state, it places the pending
|
|
/// tasks back in the available buffer queue, so that they can be
|
|
/// scheduled again.
|
|
///
|
|
/// Returns true if the SyncOject is not already in the signaled state.
|
|
/// This means that if this method returns true, the SyncObject has taken
|
|
/// ownership of the Job.
|
|
bool Register(Job* aJob);
|
|
|
|
/// Signal the SyncObject.
|
|
///
|
|
/// This decrements an internal counter. The sync object reaches the signaled
|
|
/// state when the counter gets to zero.
|
|
void Signal();
|
|
|
|
/// Returns true if mSignals is equal to zero. In other words, returns true
|
|
/// if all prerequisite tasks have already signaled the sync object.
|
|
bool IsSignaled();
|
|
|
|
/// Asserts that the number of added prerequisites is equal to the number
|
|
/// specified in the constructor (does nothin in release builds).
|
|
void FreezePrerequisites();
|
|
|
|
private:
|
|
// Called by Job's constructor
|
|
void AddSubsequent(Job* aJob);
|
|
void AddPrerequisite(Job* aJob);
|
|
|
|
void AddWaitingJob(Job* aJob);
|
|
|
|
void SubmitWaitingJobs();
|
|
|
|
Atomic<int32_t> mSignals;
|
|
Atomic<Job*> mFirstWaitingJob;
|
|
|
|
#ifdef DEBUG
|
|
uint32_t mNumPrerequisites;
|
|
Atomic<uint32_t> mAddedPrerequisites;
|
|
#endif
|
|
|
|
friend class Job;
|
|
friend class JobScheduler;
|
|
};
|
|
|
|
/// Base class for worker threads.
|
|
class WorkerThread
|
|
{
|
|
public:
|
|
static WorkerThread* Create(MultiThreadedJobQueue* aJobQueue);
|
|
|
|
virtual ~WorkerThread() {}
|
|
|
|
void Run();
|
|
|
|
MultiThreadedJobQueue* GetJobQueue() { return mQueue; }
|
|
|
|
protected:
|
|
explicit WorkerThread(MultiThreadedJobQueue* aJobQueue);
|
|
|
|
virtual void SetName(const char* aName) {}
|
|
|
|
MultiThreadedJobQueue* mQueue;
|
|
};
|
|
|
|
} // namespace
|
|
} // namespace
|
|
|
|
#endif
|