Add Job System
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Source/Engine/Threading/JobSystem.cpp
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200
Source/Engine/Threading/JobSystem.cpp
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// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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#include "JobSystem.h"
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#include "IRunnable.h"
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#include "Engine/Core/Collections/RingBuffer.h"
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#include "Engine/Platform/CPUInfo.h"
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#include "Engine/Platform/Thread.h"
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#include "Engine/Platform/ConditionVariable.h"
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#include "Engine/Engine/EngineService.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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class JobSystemService : public EngineService
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{
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public:
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JobSystemService()
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: EngineService(TEXT("JobSystem"), -800)
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{
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}
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bool Init() override;
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void BeforeExit() override;
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void Dispose() override;
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};
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struct JobData
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{
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Function<void(int32)> Job;
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int32 Index;
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int32 Count;
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};
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template<>
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struct TIsPODType<JobData>
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{
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enum { Value = true };
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};
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class JobSystemThread : public IRunnable
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{
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public:
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int32 Index;
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public:
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// [IRunnable]
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String ToString() const override
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{
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return TEXT("JobSystemThread");
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}
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int32 Run() override;
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void AfterWork(bool wasKilled) override
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{
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Delete(this);
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}
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};
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namespace
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{
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JobSystemService JobSystemInstance;
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Thread* Threads[32] = {};
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int32 ThreadsCount = 0;
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volatile int64 ExitFlag = 0;
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volatile int64 DoneLabel = 0;
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volatile int64 NextLabel = 0;
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CriticalSection JobsLocker;
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ConditionVariable JobsSignal;
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ConditionVariable WaitSignal;
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RingBuffer<JobData, InlinedAllocation<256>> Jobs;
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}
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bool JobSystemService::Init()
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{
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ThreadsCount = Math::Min<int32>(Platform::GetCPUInfo().LogicalProcessorCount, ARRAY_COUNT(Threads));
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for (int32 i = 0; i < ThreadsCount; i++)
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{
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auto runnable = New<JobSystemThread>();
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runnable->Index = i;
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auto thread = Thread::Create(runnable, String::Format(TEXT("Job System {0}"), i), ThreadPriority::AboveNormal);
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if (thread == nullptr)
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return true;
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Threads[i] = thread;
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}
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return false;
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}
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void JobSystemService::BeforeExit()
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{
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Platform::AtomicStore(&ExitFlag, 1);
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JobsSignal.NotifyAll();
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}
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void JobSystemService::Dispose()
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{
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Platform::AtomicStore(&ExitFlag, 1);
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JobsSignal.NotifyAll();
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Platform::Sleep(1);
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for (int32 i = 0; i < ThreadsCount; i++)
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{
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if (Threads[i] && Threads[i]->IsRunning())
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Threads[i]->Kill(true);
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Threads[i] = nullptr;
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}
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}
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int32 JobSystemThread::Run()
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{
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Platform::SetThreadAffinityMask(1 << Index);
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JobData data;
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CriticalSection mutex;
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while (Platform::AtomicRead(&ExitFlag) == 0)
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{
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// Try to get a job
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JobsLocker.Lock();
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if (Jobs.Count() != 0)
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{
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auto& front = Jobs.PeekFront();
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data = front;
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front.Index++;
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if (front.Index == front.Count)
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{
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Jobs.PopFront();
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}
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}
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JobsLocker.Unlock();
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if (data.Job.IsBinded())
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{
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// Run job
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data.Job(data.Index);
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data.Job.Unbind();
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if (data.Index + 1 == data.Count)
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{
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// Move forward with the job queue
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Platform::InterlockedIncrement(&DoneLabel);
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WaitSignal.NotifyAll();
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}
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}
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else
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{
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// Wait for signal
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mutex.Lock();
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JobsSignal.Wait(mutex);
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mutex.Unlock();
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}
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}
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return 0;
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}
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int64 JobSystem::Dispatch(const Function<void(int32)>& job, int32 jobCount)
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{
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PROFILE_CPU();
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if (jobCount <= 0)
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return 0;
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JobData data;
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data.Job = job;
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data.Index = 0;
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data.Count = jobCount;
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JobsLocker.Lock();
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const auto label = Platform::InterlockedIncrement(&NextLabel);
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Jobs.PushBack(data);
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JobsLocker.Unlock();
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if (jobCount == 1)
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JobsSignal.NotifyOne();
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else
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JobsSignal.NotifyAll();
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return label;
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}
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void JobSystem::Wait()
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{
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Wait(Platform::AtomicRead(&NextLabel));
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}
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void JobSystem::Wait(int64 label)
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{
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PROFILE_CPU();
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// Early out
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if (label <= Platform::AtomicRead(&DoneLabel))
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return;
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// Wait on signal until input label is not yet done
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CriticalSection mutex;
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while (label > Platform::AtomicRead(&DoneLabel) && Platform::AtomicRead(&ExitFlag) == 0)
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{
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mutex.Lock();
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WaitSignal.Wait(mutex);
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mutex.Unlock();
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}
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}
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