50 lines
1.3 KiB
C++
50 lines
1.3 KiB
C++
/* SPDX-FileCopyrightText: 2025 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include "BLI_vector.hh"
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#include "GPU_context.hh"
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#include <atomic>
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#include <condition_variable>
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#include <functional>
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#include <memory>
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#include <mutex>
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#include <thread>
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namespace blender::gpu {
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/* Abstracts the creation and management of secondary threads with GPU contexts.
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* Must be created from the main thread.
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* Threads and their context remain alive until destruction. */
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class GPUWorker {
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private:
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Vector<std::unique_ptr<std::thread>> threads_;
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std::condition_variable condition_var_;
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std::mutex mutex_;
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std::atomic<bool> terminate_ = false;
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public:
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/**
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* \param threads_count: Number of threads to span.
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* \param share_context: If true, all threads will use the same secondary GPUContext,
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* otherwise each thread will have its own unique GPUContext.
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* \param run_cb: The callback function that will be called by a thread on `wake_up()`.
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*/
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GPUWorker(uint32_t threads_count, bool share_context, std::function<void()> run_cb);
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~GPUWorker();
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/* Wake up a single thread. */
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void wake_up()
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{
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condition_var_.notify_one();
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}
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private:
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void run(std::shared_ptr<GPUSecondaryContext> context, std::function<void()> run_cb);
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};
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} // namespace blender::gpu
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