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test/source/blender/gpu/GPU_worker.hh
2025-06-11 16:22:18 +10:00

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2.0 KiB
C++

/* SPDX-FileCopyrightText: 2025 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include "BLI_vector.hh"
#include "GPU_context.hh"
#include <atomic>
#include <condition_variable>
#include <functional>
#include <memory>
#include <mutex>
#include <thread>
namespace blender::gpu {
/**
* Abstracts the creation and management of secondary threads with GPU contexts.
* Must be created from the main thread.
* Threads and their context remain alive until destruction.
*/
class GPUWorker {
private:
Vector<std::unique_ptr<std::thread>> threads_;
std::condition_variable condition_var_;
std::mutex &mutex_;
bool terminate_ = false;
public:
enum class ContextType {
/** Use the main GPU context on the worker threads. */
Main,
/** Use a different secondary GPU context for each worker thread. */
PerThread,
};
/**
* \param threads_count: Number of threads to span.
* \param context_type: The type of context each thread uses.
* \param mutex: Mutex used when trying to acquire the next work
* (and reused internally for termination).
* \param pop_work: The callback function that will be called to acquire the next work,
* should return a void pointer.
* NOTE: The mutex is locked when this function is called.
* \param do_work: The callback function that will be called for each acquired work
* (passed as a void pointer).
* NOTE: The mutex is unlocked when this function is called.
*/
GPUWorker(uint32_t threads_count,
ContextType context_type,
std::mutex &mutex,
std::function<void *()> pop_work,
std::function<void(void *)> do_work);
~GPUWorker();
/* Wake up a single thread. */
void wake_up()
{
condition_var_.notify_one();
}
private:
void run(std::shared_ptr<GPUSecondaryContext> context,
std::function<void *()> pop_work,
std::function<void(void *)> do_work);
};
} // namespace blender::gpu