47 lines
1.8 KiB
C++
47 lines
1.8 KiB
C++
#pragma once
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#include <functional>
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#include <atomic>
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namespace wi::jobsystem
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{
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void Initialize(uint32_t maxThreadCount = ~0u);
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struct JobArgs
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{
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uint32_t jobIndex; // job index relative to dispatch (like SV_DispatchThreadID in HLSL)
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uint32_t groupID; // group index relative to dispatch (like SV_GroupID in HLSL)
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uint32_t groupIndex; // job index relative to group (like SV_GroupIndex in HLSL)
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bool isFirstJobInGroup; // is the current job the first one in the group?
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bool isLastJobInGroup; // is the current job the last one in the group?
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void* sharedmemory; // stack memory shared within the current group (jobs within a group execute serially)
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};
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uint32_t GetThreadCount();
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// Defines a state of execution, can be waited on
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struct context
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{
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std::atomic<uint32_t> counter{ 0 };
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};
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// Add a task to execute asynchronously. Any idle thread will execute this.
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void Execute(context& ctx, const std::function<void(JobArgs)>& task);
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// Divide a task onto multiple jobs and execute in parallel.
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// jobCount : how many jobs to generate for this task.
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// groupSize : how many jobs to execute per thread. Jobs inside a group execute serially. It might be worth to increase for small jobs
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// task : receives a JobArgs as parameter
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void Dispatch(context& ctx, uint32_t jobCount, uint32_t groupSize, const std::function<void(JobArgs)>& task, size_t sharedmemory_size = 0);
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// Returns the amount of job groups that will be created for a set number of jobs and group size
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uint32_t DispatchGroupCount(uint32_t jobCount, uint32_t groupSize);
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// Check if any threads are working currently or not
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bool IsBusy(const context& ctx);
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// Wait until all threads become idle
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// Current thread will become a worker thread, executing jobs
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void Wait(const context& ctx);
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}
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