TracktionEngine
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Public Member Functions | Public Attributes | List of all members
graph::LockFreeMultiThreadedNodePlayer::ThreadPool Struct Referenceabstract

Base class for thread pools which can be customised to determine how cooperative threads should behave. More...

#include <tracktion_LockFreeMultiThreadedNodePlayer.h>

Public Member Functions

 ThreadPool (LockFreeMultiThreadedNodePlayer &p)
 Constructs a ThreadPool for a given LockFreeMultiThreadedNodePlayer.
 
virtual ~ThreadPool ()=default
 Destructor.
 
virtual void createThreads (size_t numThreads, juce::AudioWorkgroup)=0
 Subclasses should implement this to create the given number of threads.
 
virtual void clearThreads ()=0
 Subclasses should implement this to clear all the threads.
 
virtual void signalOne ()=0
 Called by the player when a Node becomes available to process.
 
virtual void signal (int numToSignal)=0
 Called by the player when more than one Node becomes available to process.
 
virtual void signalAll ()=0
 Called by the player when more than one Node becomes available to process.
 
virtual void waitForFinalNode ()=0
 Called by the player when the audio thread has no free Nodes to process.
 
void signalShouldExit ()
 Signals the pool that all the threads should exit.
 
void resetExitSignal ()
 Signals the pool that all the threads should continue to run and not exit.
 
bool shouldExit () const
 Returns true if all the threads should exit.
 
bool shouldWait ()
 Returns true if there are no free Nodes to be processed and the calling thread should wait until there are Nodes ready.
 
bool isFinalNodeReady ()
 Returns true if all the Nodes have been processed.
 
bool process ()
 Process the next chain of Nodes.
 
void waitForThreadsToQuiesce ()
 Waits until no pool threads are inside a process() call.
 
void setCurrentNode (LockFreeMultiThreadedNodePlayer::PreparedNode *nodeInUse)
 Sets the current PreparedNode in use.
 

Public Attributes

LockFreeMultiThreadedNodePlayerplayer
 

Detailed Description

Base class for thread pools which can be customised to determine how cooperative threads should behave.

Constructor & Destructor Documentation

◆ ThreadPool()

graph::LockFreeMultiThreadedNodePlayer::ThreadPool::ThreadPool ( LockFreeMultiThreadedNodePlayer p)

Constructs a ThreadPool for a given LockFreeMultiThreadedNodePlayer.

◆ ~ThreadPool()

virtual graph::LockFreeMultiThreadedNodePlayer::ThreadPool::~ThreadPool ( )
virtualdefault

Destructor.

Member Function Documentation

◆ createThreads()

virtual void graph::LockFreeMultiThreadedNodePlayer::ThreadPool::createThreads ( size_t  numThreads,
juce::AudioWorkgroup   
)
pure virtual

Subclasses should implement this to create the given number of threads.

◆ clearThreads()

virtual void graph::LockFreeMultiThreadedNodePlayer::ThreadPool::clearThreads ( )
pure virtual

Subclasses should implement this to clear all the threads.

◆ signalOne()

virtual void graph::LockFreeMultiThreadedNodePlayer::ThreadPool::signalOne ( )
pure virtual

Called by the player when a Node becomes available to process.

Subclasses should use this to try and get a thread to call process as soon as possible.

◆ signal()

virtual void graph::LockFreeMultiThreadedNodePlayer::ThreadPool::signal ( int  numToSignal)
pure virtual

Called by the player when more than one Node becomes available to process.

Subclasses should use this to try and get a thread to call process as soon as possible.

◆ signalAll()

virtual void graph::LockFreeMultiThreadedNodePlayer::ThreadPool::signalAll ( )
pure virtual

Called by the player when more than one Node becomes available to process.

Subclasses should use this to try and get a thread to call process as soon as possible.

◆ waitForFinalNode()

virtual void graph::LockFreeMultiThreadedNodePlayer::ThreadPool::waitForFinalNode ( )
pure virtual

Called by the player when the audio thread has no free Nodes to process.

Subclasses should can use this to either spin, pause or wait until a Node does become free or isFinalNodeReady returns true.

◆ signalShouldExit()

void graph::LockFreeMultiThreadedNodePlayer::ThreadPool::signalShouldExit ( )

Signals the pool that all the threads should exit.

◆ resetExitSignal()

void graph::LockFreeMultiThreadedNodePlayer::ThreadPool::resetExitSignal ( )

Signals the pool that all the threads should continue to run and not exit.

◆ shouldExit()

bool graph::LockFreeMultiThreadedNodePlayer::ThreadPool::shouldExit ( ) const

Returns true if all the threads should exit.

◆ shouldWait()

bool graph::LockFreeMultiThreadedNodePlayer::ThreadPool::shouldWait ( )

Returns true if there are no free Nodes to be processed and the calling thread should wait until there are Nodes ready.

◆ isFinalNodeReady()

bool graph::LockFreeMultiThreadedNodePlayer::ThreadPool::isFinalNodeReady ( )

Returns true if all the Nodes have been processed.

◆ process()

bool graph::LockFreeMultiThreadedNodePlayer::ThreadPool::process ( )

Process the next chain of Nodes.

Returns true if at least one Node was processed, false if no Nodes were processed. You can use this to determine how long to pause/wait for before processing again.

◆ waitForThreadsToQuiesce()

void graph::LockFreeMultiThreadedNodePlayer::ThreadPool::waitForThreadsToQuiesce ( )

Waits until no pool threads are inside a process() call.

Call this from a non-real-time thread, once a retired PreparedNode is no longer reachable via setCurrentNode, to ensure no pool threads can still be reading it before it is destroyed.

◆ setCurrentNode()

void graph::LockFreeMultiThreadedNodePlayer::ThreadPool::setCurrentNode ( LockFreeMultiThreadedNodePlayer::PreparedNode *  nodeInUse)

Sets the current PreparedNode in use.

Once set, this must stay alive until a newer PreparedNode has been set here and waitForThreadsToQuiesce has subsequently returned.

Member Data Documentation

◆ player

LockFreeMultiThreadedNodePlayer& graph::LockFreeMultiThreadedNodePlayer::ThreadPool::player

The documentation for this struct was generated from the following file: