dolphin/Source/Core/Common/BlockingLoop.h
Pierre Bourdon e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00

257 lines
7.9 KiB
C++

// Copyright 2015 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <atomic>
#include <mutex>
#include <thread>
#include "Common/Event.h"
#include "Common/Flag.h"
namespace Common
{
// This class provides a synchronized loop.
// It's a thread-safe way to trigger a new iteration without busy loops.
// It's optimized for high-usage iterations which usually are already running while it's triggered
// often.
// Be careful when using Wait() and Wakeup() at the same time. Wait() may block forever while
// Wakeup() is called regularly.
class BlockingLoop
{
public:
enum StopMode
{
kNonBlock,
kBlock,
kBlockAndGiveUp,
};
BlockingLoop() { m_stopped.Set(); }
~BlockingLoop() { Stop(kBlockAndGiveUp); }
// Triggers to rerun the payload of the Run() function at least once again.
// This function will never block and is designed to finish as fast as possible.
void Wakeup()
{
// Already running, so no need for a wakeup.
// This is the common case, so try to get this as fast as possible.
if (m_running_state.load() >= STATE_NEED_EXECUTION)
return;
// Mark that new data is available. If the old state will rerun the payload
// itself, we don't have to set the event to interrupt the worker.
if (m_running_state.exchange(STATE_NEED_EXECUTION) != STATE_SLEEPING)
return;
// Else as the worker thread may sleep now, we have to set the event.
m_new_work_event.Set();
}
// Wait for a complete payload run after the last Wakeup() call.
// If stopped, this returns immediately.
void Wait()
{
// already done
if (IsDone())
return;
// notifying this event will only wake up one thread, so use a mutex here to
// allow only one waiting thread. And in this way, we get an event free wakeup
// but for the first thread for free
std::lock_guard<std::mutex> lk(m_wait_lock);
// Wait for the worker thread to finish.
while (!IsDone())
{
m_done_event.Wait();
}
// As we wanted to wait for the other thread, there is likely no work remaining.
// So there is no need for a busy loop any more.
m_may_sleep.Set();
}
// Wait for a complete payload run after the last Wakeup() call.
// This version will call a yield function every 100ms.
// If stopped, this returns immediately.
template <class Rep, class Period, typename Functor>
void WaitYield(const std::chrono::duration<Rep, Period>& rel_time, Functor yield_func)
{
// already done
if (IsDone())
return;
// notifying this event will only wake up one thread, so use a mutex here to
// allow only one waiting thread. And in this way, we get an event free wakeup
// but for the first thread for free
std::lock_guard<std::mutex> lk(m_wait_lock);
// Wait for the worker thread to finish.
while (!IsDone())
{
if (!m_done_event.WaitFor(rel_time))
yield_func();
}
// As we wanted to wait for the other thread, there is likely no work remaining.
// So there is no need for a busy loop any more.
m_may_sleep.Set();
}
// Half start the worker.
// So this object is in a running state and Wait() will block until the worker calls Run().
// This may be called from any thread and is supposed to be called at least once before Wait() is
// used.
void Prepare()
{
// There is a race condition if the other threads call this function while
// the loop thread is initializing. Using this lock will ensure a valid state.
std::lock_guard<std::mutex> lk(m_prepare_lock);
if (!m_stopped.TestAndClear())
return;
m_running_state.store(
STATE_LAST_EXECUTION); // so the payload will only be executed once without any Wakeup call
m_shutdown.Clear();
m_may_sleep.Set();
}
// Main loop of this object.
// The payload callback is called at least as often as it's needed to match the Wakeup()
// requirements.
// The optional timeout parameter is a timeout for how periodically the payload should be called.
// Use timeout = 0 to run without a timeout at all.
template <class F>
void Run(F payload, int64_t timeout = 0)
{
// Asserts that Prepare is called at least once before we enter the loop.
// But a good implementation should call this before already.
Prepare();
while (!m_shutdown.IsSet())
{
payload();
switch (m_running_state.load())
{
case STATE_NEED_EXECUTION:
// We won't get notified while we are in the STATE_NEED_EXECUTION state, so maybe Wakeup was
// called.
// So we have to assume on finishing the STATE_NEED_EXECUTION state, that there may be some
// remaining tasks.
// To process this tasks, we call the payload again within the STATE_LAST_EXECUTION state.
m_running_state--;
break;
case STATE_LAST_EXECUTION:
// If we're still in the STATE_LAST_EXECUTION state, then Wakeup wasn't called within the
// last
// execution of the payload. This means we should be ready now.
// But bad luck, Wakeup may have been called right now. So break and rerun the payload
// if the state was touched.
if (m_running_state-- != STATE_LAST_EXECUTION)
break;
// Else we're likely in the STATE_DONE state now, so wakeup the waiting threads right now.
// However, if we're not in the STATE_DONE state any more, the event should also be
// triggered so that we'll skip the next waiting call quite fast.
m_done_event.Set();
[[fallthrough]];
case STATE_DONE:
// We're done now. So time to check if we want to sleep or if we want to stay in a busy
// loop.
if (m_may_sleep.TestAndClear())
{
// Try to set the sleeping state.
if (m_running_state-- != STATE_DONE)
break;
}
else
{
// Busy loop.
break;
}
[[fallthrough]];
case STATE_SLEEPING:
// Just relax
if (timeout > 0)
{
m_new_work_event.WaitFor(std::chrono::milliseconds(timeout));
}
else
{
m_new_work_event.Wait();
}
break;
}
}
// Shutdown down, so get a safe state
m_running_state.store(STATE_DONE);
m_stopped.Set();
// Wake up the last Wait calls.
m_done_event.Set();
}
// Quits the main loop.
// By default, it will wait until the main loop quits.
// Be careful to not use the blocking way within the payload of the Run() method.
void Stop(StopMode mode = kBlock)
{
if (m_stopped.IsSet())
return;
m_shutdown.Set();
// We have to interrupt the sleeping call to let the worker shut down soon.
Wakeup();
switch (mode)
{
case kNonBlock:
break;
case kBlock:
Wait();
break;
case kBlockAndGiveUp:
WaitYield(std::chrono::milliseconds(100), [&] {
// If timed out, assume no one will come along to call Run, so force a break
m_stopped.Set();
});
break;
}
}
bool IsRunning() const { return !m_stopped.IsSet() && !m_shutdown.IsSet(); }
bool IsDone() const { return m_stopped.IsSet() || m_running_state.load() <= STATE_DONE; }
// This function should be triggered regularly over time so
// that we will fall back from the busy loop to sleeping.
void AllowSleep() { m_may_sleep.Set(); }
private:
std::mutex m_wait_lock;
std::mutex m_prepare_lock;
Flag m_stopped; // If this is set, Wait() shall not block.
Flag m_shutdown; // If this is set, the loop shall end.
Event m_new_work_event;
Event m_done_event;
enum RUNNING_TYPE
{
STATE_SLEEPING = 0,
STATE_DONE = 1,
STATE_LAST_EXECUTION = 2,
STATE_NEED_EXECUTION = 3
};
std::atomic<int> m_running_state; // must be of type RUNNING_TYPE
Flag m_may_sleep; // If this is set, we fall back from the busy loop to an event based
// synchronization.
};
} // namespace Common