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Added a spinlock template as well as a thread work pool class.
Also, optimized shader compilation to happen on threads.
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53
core/thread_work_pool.cpp
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53
core/thread_work_pool.cpp
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#include "thread_work_pool.h"
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#include "core/os/os.h"
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void ThreadWorkPool::_thread_function(ThreadData *p_thread) {
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while (true) {
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p_thread->start.wait();
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if (p_thread->exit.load()) {
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break;
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}
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p_thread->work->work();
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p_thread->completed.post();
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}
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}
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void ThreadWorkPool::init(int p_thread_count) {
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ERR_FAIL_COND(threads != nullptr);
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if (p_thread_count < 0) {
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p_thread_count = OS::get_singleton()->get_processor_count();
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}
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thread_count = p_thread_count;
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threads = memnew_arr(ThreadData, thread_count);
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for (uint32_t i = 0; i < thread_count; i++) {
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threads[i].exit.store(false);
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threads[i].thread = memnew(std::thread(ThreadWorkPool::_thread_function, &threads[i]));
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}
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}
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void ThreadWorkPool::finish() {
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if (threads == nullptr) {
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return;
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}
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for (uint32_t i = 0; i < thread_count; i++) {
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threads[i].exit.store(true);
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threads[i].start.post();
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}
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for (uint32_t i = 0; i < thread_count; i++) {
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threads[i].thread->join();
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memdelete(threads[i].thread);
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}
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memdelete_arr(threads);
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threads = nullptr;
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}
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ThreadWorkPool::~ThreadWorkPool() {
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finish();
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}
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