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/*
* Copyright (C) 2010, 2015 Apple Inc. All rights reserved.
* Portions Copyright (c) 2010 Motorola Mobility, Inc. All rights reserved.
* Copyright (C) 2017 Sony Interactive Entertainment Inc.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#include <wtf/Forward.h>
#include <wtf/FunctionDispatcher.h>
#include <wtf/Seconds.h>
#include <wtf/Threading.h>
#if USE(COCOA_EVENT_LOOP)
#include <dispatch/dispatch.h>
#include <wtf/OSObjectPtr.h>
#else
#include <wtf/RunLoop.h>
#endif
namespace WTF {
class WorkQueueBase : protected ThreadLike {
public:
using QOS = Thread::QOS;
WTF_EXPORT_PRIVATE virtual ~WorkQueueBase();
WTF_EXPORT_PRIVATE void dispatch(Function<void()>&&);
WTF_EXPORT_PRIVATE void dispatchWithQOS(Function<void()>&&, QOS);
WTF_EXPORT_PRIVATE virtual void dispatchAfter(Seconds, Function<void()>&&);
WTF_EXPORT_PRIVATE virtual void dispatchSync(Function<void()>&&);
#if USE(COCOA_EVENT_LOOP)
dispatch_queue_t dispatchQueue() const { return m_dispatchQueue.get(); }
#endif
virtual void ref() const = 0;
virtual void deref() const = 0;
protected:
enum class Type : bool {
Serial,
Concurrent
};
WorkQueueBase(ASCIILiteral name, Type, QOS);
#if USE(COCOA_EVENT_LOOP)
explicit WorkQueueBase(OSObjectPtr<dispatch_queue_t>&&);
#else
explicit WorkQueueBase(RunLoop&);
#endif
#if USE(COCOA_EVENT_LOOP)
OSObjectPtr<dispatch_queue_t> m_dispatchQueue;
#else
RunLoop* m_runLoop;
#endif
uint32_t m_threadID { 0 };
private:
void platformInitialize(ASCIILiteral name, Type, QOS);
void platformInvalidate();
};
/**
* A WorkQueue is a function dispatching interface like FunctionDispatcher.
* Runnables dispatched to a WorkQueue are required to execute serially.
* That is, two different runnables dispatched to the WorkQueue should never be allowed to execute simultaneously.
* They may be executed on different threads but can safely be used by objects that aren't already threadsafe.
* Use `assertIsCurrent(m_myQueue);` in a runnable to assert that the runnable runs in a specific queue.
*/
class WTF_CAPABILITY("is current") WTF_EXPORT_PRIVATE WorkQueue : public WorkQueueBase, public GuaranteedSerialFunctionDispatcher {
public:
static WorkQueue& main();
static Ref<WorkQueue> protectedMain() { return main(); }
static Ref<WorkQueue> create(ASCIILiteral name, QOS = QOS::Default);
// WorkQueueBase
void dispatch(Function<void()>&&) override;
bool isCurrent() const override;
void ref() const override { GuaranteedSerialFunctionDispatcher::ref(); }
void deref() const override { GuaranteedSerialFunctionDispatcher::deref(); }
#if !USE(COCOA_EVENT_LOOP)
RunLoop& runLoop() const { return *m_runLoop; }
#endif
protected:
WorkQueue(ASCIILiteral name, QOS);
private:
enum MainTag : bool {
CreateMain
};
explicit WorkQueue(MainTag);
};
/**
* A ConcurrentWorkQueue unlike a WorkQueue doesn't guarantee the order in which the dispatched runnable will run
* and each can run concurrently on different threads.
*/
class WTF_EXPORT_PRIVATE ConcurrentWorkQueue final : public WorkQueueBase, public FunctionDispatcher, public ThreadSafeRefCounted<ConcurrentWorkQueue> {
public:
static Ref<ConcurrentWorkQueue> create(ASCIILiteral name, QOS = QOS::Default);
static void apply(size_t iterations, WTF::Function<void(size_t index)>&&);
void dispatch(Function<void()>&&) override;
void ref() const final;
void deref() const final;
private:
ConcurrentWorkQueue(ASCIILiteral, QOS);
};
inline void ConcurrentWorkQueue::ref() const
{
ThreadSafeRefCounted<ConcurrentWorkQueue>::ref();
}
inline void ConcurrentWorkQueue::deref() const
{
ThreadSafeRefCounted<ConcurrentWorkQueue>::deref();
}
}
using WTF::WorkQueue;
using WTF::ConcurrentWorkQueue;
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