townengine/src/twn_workers.c

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2025-02-07 07:19:36 +00:00
#include "twn_util.h"
#include "twn_workers_c.h"
#include "rendering/twn_draw_c.h"
SDL_sem *workers_job_semaphore;
static SDL_Thread *workers_pool[MAX_WORKERS];
static size_t workers_pool_size;
static SDL_mutex *workers_mutex;
static bool workers_should_exit;
/* logic is such that when job is posted, worker threads attempt to grab it from any possible entry point */
/* if it did something, which is signaled by `true` return, go back to waiting on semaphore, so that it's decremented properly */
static int worker_thread(void *udata) {
(void)udata;
while (true) {
/* check whether loop should end */
SDL_LockMutex(workers_mutex);
if (workers_should_exit) {
SDL_UnlockMutex(workers_mutex);
break;
}
SDL_UnlockMutex(workers_mutex);
/* wait and occasionally go back to check whether it all should end */
if (SDL_SemWaitTimeout(workers_job_semaphore, 100) == SDL_MUTEX_TIMEDOUT)
continue;
if (model_load_workers_thread())
continue;
}
return 0;
}
/* TODO: have a path for platforms without thread support? */
/* TODO: limit stack size? */
bool workers_init(size_t worker_count) {
SDL_assert(workers_pool_size == 0);
if (worker_count > MAX_WORKERS)
worker_count = MAX_WORKERS;
/* spawn a bunch of detached threads without references to them */
for (size_t i = 0; i < worker_count; ++i) {
SDL_Thread *thread = SDL_CreateThread(worker_thread, "worker", NULL);
SDL_assert_always(thread);
SDL_DetachThread(thread);
}
workers_pool_size = worker_count;
workers_job_semaphore = SDL_CreateSemaphore(0);
workers_mutex = SDL_CreateMutex();
return true;
}
void workers_deinit(void) {
SDL_LockMutex(workers_mutex);
workers_should_exit = true;
SDL_UnlockMutex(workers_mutex);
/* TODO: that's not correct */
SDL_DestroyMutex(workers_mutex);
SDL_DestroySemaphore(workers_job_semaphore);
workers_pool_size = 0;
}