/* * Copyright 2012 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "SkThreadPool.h" #include "SkRunnable.h" #include "SkThreadUtils.h" SkThreadPool::SkThreadPool(const int count) : fDone(false) { // Create count threads, all running SkThreadPool::Loop. for (int i = 0; i < count; i++) { SkThread* thread = SkNEW_ARGS(SkThread, (&SkThreadPool::Loop, this)); *fThreads.append() = thread; thread->start(); } } SkThreadPool::~SkThreadPool() { fDone = true; fReady.lock(); fReady.broadcast(); fReady.unlock(); // Wait for all threads to stop. for (int i = 0; i < fThreads.count(); i++) { fThreads[i]->join(); SkDELETE(fThreads[i]); } } /*static*/ void SkThreadPool::Loop(void* arg) { // The SkThreadPool passes itself as arg to each thread as they're created. SkThreadPool* pool = static_cast(arg); while (true) { // We have to be holding the lock to read the queue and to call wait. pool->fReady.lock(); while(pool->fQueue.isEmpty()) { // Is it time to die? if (pool->fDone) { 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->fReady.unlock(); // OK, now really do the work. r->fRunnable->run(); SkDELETE(r); } SkASSERT(false); // Unreachable. The only exit happens when pool->fDone. } void SkThreadPool::add(SkRunnable* r) { if (NULL == r) { return; } // If we don't have any threads, obligingly just run the thing now. if (fThreads.isEmpty()) { return r->run(); } // We have some threads. Queue it up! fReady.lock(); LinkedRunnable* linkedRunnable = SkNEW(LinkedRunnable); linkedRunnable->fRunnable = r; fQueue.addToHead(linkedRunnable); fReady.signal(); fReady.unlock(); }