Common: Update BlockingLoop to only use one atomic.

This merges two atomic<bool> into one atomic<int>.
We did move the bit from one bool to another, now we can use operator--.
This commit is contained in:
degasus 2015-05-30 02:42:32 +02:00
parent 02a3a063c3
commit bfa61105d5
2 changed files with 87 additions and 37 deletions

View File

@ -17,6 +17,7 @@ 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 on using Wait() and Wakeup() at the same time. Wait() may block forever while Wakeup() is called regulary.
class BlockingLoop
{
public:
@ -34,12 +35,17 @@ public:
// This function will never block and is designed to finish as fast as possible.
void Wakeup()
{
// already running, so no need for a wakeup
if (m_is_running.IsSet())
// 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;
m_is_running.Set();
m_is_pending.Set();
// 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();
}
@ -47,10 +53,8 @@ public:
// If stopped, this returns immediately.
void Wait()
{
// We have to give the loop a chance to exit.
m_may_sleep.Set();
if (m_stopped.IsSet() || (!m_is_running.IsSet() && !m_is_pending.IsSet()))
// already done
if (m_stopped.IsSet() || m_running_state.load() <= STATE_DONE)
return;
// notifying this event will only wake up one thread, so use a mutex here to
@ -58,15 +62,19 @@ public:
// but for the first thread for free
std::lock_guard<std::mutex> lk(m_wait_lock);
while (!m_stopped.IsSet() && (m_is_running.IsSet() || m_is_pending.IsSet()))
// Wait for the worker thread to finish.
while (!m_stopped.IsSet() && m_running_state.load() > STATE_DONE)
{
m_may_sleep.Set();
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();
}
// Half start the worker.
// So this object is in running state and Wait() will block until the worker calls Run().
// 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 call at least once before Wait() is used.
void Prepare()
{
@ -76,47 +84,80 @@ public:
if (!m_stopped.TestAndClear())
return;
m_is_pending.Set();
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();
}
// Mainloop of this object.
// The payload callback is called at least as often as it's needed to match the Wakeup() requirements.
template<class F> void Run(F payload)
// The optional timeout parameters is a timeout how periodicly 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();
m_is_pending.Clear();
m_done_event.Set();
if (m_is_running.IsSet())
switch (m_running_state.load())
{
if (m_may_sleep.IsSet())
{
m_is_pending.Set();
m_is_running.Clear();
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;
// We'll sleep after the next iteration now,
// so clear this flag now and we won't sleep another times.
m_may_sleep.Clear();
}
}
else
{
m_new_work_event.WaitFor(std::chrono::milliseconds(100));
}
case STATE_LAST_EXECUTION:
// If we're still in the STATE_LAST_EXECUTION state, than Wakeup wasn't called within the last
// execution of payload. This means we should be ready now.
// But bad luck, Wakeup might have be called right now. So break and rerun the payload
// if the state was touched right now.
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();
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;
}
case STATE_SLEEPING:
// Just relax
if (timeout > 0)
{
m_new_work_event.WaitFor(std::chrono::milliseconds(timeout));
}
else
{
m_new_work_event.Wait();
}
break;
}
}
m_is_running.Clear();
m_is_pending.Clear();
// 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();
}
@ -129,6 +170,8 @@ public:
return;
m_shutdown.Set();
// We have to interrupt the sleeping call to let the worker shut down soon.
Wakeup();
if (block)
@ -140,6 +183,8 @@ public:
return !m_stopped.IsSet() && !m_shutdown.IsSet();
}
// This functions should be triggered by regulary by time. So we will fall back from
// the busy loop to the sleeping way.
void AllowSleep()
{
m_may_sleep.Set();
@ -149,14 +194,19 @@ private:
std::mutex m_wait_lock;
std::mutex m_prepare_lock;
Flag m_stopped; // This one is set, Wait() shall not block.
Flag m_stopped; // This one is set, Wait() shall not block.
Flag m_shutdown; // If this one is set, the loop shall be quit.
Event m_new_work_event;
Flag m_is_running; // If this one is set, the loop will be called at least once again.
Event m_done_event;
Flag m_is_pending; // If this one is set, there might still be work to do.
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 one is set, we fall back from the busy loop to an event based synchronization.
};

View File

@ -368,7 +368,7 @@ void RunGpuLoop()
// don't release the GPU running state on sync GPU waits
fifo.isGpuReadingData = !run_loop;
}
});
}, 100);
AsyncRequests::GetInstance()->SetEnable(false);
AsyncRequests::GetInstance()->SetPassthrough(true);