Files
WickedEngine/WickedEngine/wiJobSystem.h
T

39 lines
1.0 KiB
C++

#pragma once
#include <functional>
#include <atomic>
struct wiJobDispatchArgs
{
uint32_t jobIndex;
uint32_t groupIndex;
};
namespace wiJobSystem
{
void Initialize();
uint32_t GetThreadCount();
// Defines a state of execution, can be waited on
struct context
{
std::atomic<uint32_t> counter{ 0 };
};
// Add a job to execute asynchronously. Any idle thread will execute this job.
void Execute(context& ctx, const std::function<void()>& job);
// Divide a job onto multiple jobs and execute in parallel.
// jobCount : how many jobs to generate for this task.
// groupSize : how many jobs to execute per thread. Jobs inside a group execute serially. It might be worth to increase for small jobs
// func : receives a wiJobDispatchArgs as parameter
void Dispatch(context& ctx, uint32_t jobCount, uint32_t groupSize, const std::function<void(wiJobDispatchArgs)>& job);
// Check if any threads are working currently or not
bool IsBusy(const context& ctx);
// Wait until all threads become idle
void Wait(const context& ctx);
}