#pragma once #include "thread.h" #include "base/mutex.h" #include "base/functional.h" // This is the simplest possible worker implementation I can think of // but entirely sufficient for the given purpose. // Only handles a single item of work at a time. class WorkerThread { public: WorkerThread(); ~WorkerThread(); // submit a new work item void Process(const std::function& work); // wait for a submitted work item to be completed void WaitForCompletion(); protected: WorkerThread(bool ignored) : active(true), started(false) {} virtual void WorkFunc(); std::thread *thread; // the worker thread ::condition_variable signal; // used to signal new work ::condition_variable done; // used to signal work completion ::recursive_mutex mutex, doneMutex; // associated with each respective condition variable volatile bool active, started; private: std::function work_; // the work to be done by this thread WorkerThread(const WorkerThread& other); // prevent copies void operator =(const WorkerThread &other); }; class LoopWorkerThread : public WorkerThread { public: LoopWorkerThread(); void Process(const std::function &work, int start, int end); protected: virtual void WorkFunc(); private: int start_; int end_; std::function work_; // the work to be done by this thread }; // A thread pool manages a set of worker threads, and allows the execution of parallel loops on them // individual parallel loops are fully sequentialized to simplify synchronization, which should not // be a problem as they should each use the entire system class ThreadPool { public: ThreadPool(int numThreads); // don't need a destructor, "workers" is cleared on delete, // leading to the stopping and joining of all worker threads (RAII and all that) void ParallelLoop(const std::function &loop, int lower, int upper); private: const int numThreads; std::vector> workers; ::recursive_mutex mutex; // used to sequentialize loop execution bool workersStarted; void StartWorkers(); ThreadPool(const ThreadPool& other); // prevent copies void operator =(const ThreadPool &other); };