TracktionEngine
|
Base class for thread pools which can be customised to determine how cooperative threads should behave. More...
Public Member Functions | |
ThreadPool (LockFreeMultiThreadedNodePlayer &p) | |
Constructs a ThreadPool for a given LockFreeMultiThreadedNodePlayer. More... | |
virtual | ~ThreadPool ()=default |
Destructor. More... | |
virtual void | createThreads (size_t numThreads)=0 |
Subclasses should implement this to create the given number of threads. More... | |
virtual void | clearThreads ()=0 |
Subclasses should implement this to clear all the threads. More... | |
virtual void | signalOne ()=0 |
Called by the player when a Node becomes available to process. More... | |
virtual void | signal (int numToSignal)=0 |
Called by the player when more than one Node becomes available to process. More... | |
virtual void | signalAll ()=0 |
Called by the player when more than one Node becomes available to process. More... | |
virtual void | waitForFinalNode ()=0 |
Called by the player when the audio thread has no free Nodes to process. More... | |
void | signalShouldExit () |
Signals the pool that all the threads should exit. More... | |
void | resetExitSignal () |
Signals the pool that all the threads should continue to run and not exit. More... | |
bool | shouldExit () const |
Returns true if all the threads should exit. More... | |
bool | shouldWait () |
Returns true if there are no free Nodes to be processed and the calling thread should wait until there are Nodes ready. More... | |
bool | isFinalNodeReady () |
Returns true if all the Nodes have been processed. More... | |
bool | process () |
Process the next chain of Nodes. More... | |
void | setCurrentNode (LockFreeMultiThreadedNodePlayer::PreparedNode *nodeInUse) |
Sets the current PreparedNode in use. More... | |
Base class for thread pools which can be customised to determine how cooperative threads should behave.
tracktion::graph::LockFreeMultiThreadedNodePlayer::ThreadPool::ThreadPool | ( | LockFreeMultiThreadedNodePlayer & | p | ) |
Constructs a ThreadPool for a given LockFreeMultiThreadedNodePlayer.
|
virtualdefault |
Destructor.
|
pure virtual |
Subclasses should implement this to create the given number of threads.
|
pure virtual |
Subclasses should implement this to clear all the threads.
|
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.
|
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.
|
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.
Referenced by signalShouldExit().
|
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.
void tracktion::graph::LockFreeMultiThreadedNodePlayer::ThreadPool::signalShouldExit | ( | ) |
Signals the pool that all the threads should exit.
References signalAll().
void tracktion::graph::LockFreeMultiThreadedNodePlayer::ThreadPool::resetExitSignal | ( | ) |
Signals the pool that all the threads should continue to run and not exit.
bool tracktion::graph::LockFreeMultiThreadedNodePlayer::ThreadPool::shouldExit | ( | ) | const |
Returns true if all the threads should exit.
Referenced by setCurrentNode(), and shouldWait().
bool tracktion::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.
References shouldExit().
bool tracktion::graph::LockFreeMultiThreadedNodePlayer::ThreadPool::isFinalNodeReady | ( | ) |
Returns true if all the Nodes have been processed.
bool tracktion::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.
void tracktion::graph::LockFreeMultiThreadedNodePlayer::ThreadPool::setCurrentNode | ( | LockFreeMultiThreadedNodePlayer::PreparedNode * | nodeInUse | ) |
Sets the current PreparedNode in use.
This should live as long as the threads are running once set.
References shouldExit().