Files
Misaki.HighPerformance/Misaki.HighPerformance.Jobs/WorkerThread.cs
Misaki 07c99b8a5a Refactor job system and update project configuration
Added:
- Added `JobExecutor.cs` for job execution management.
- Added `JobInfo.cs` to hold job execution information.
- Added `TestJobSystem.cs` for unit tests of the job system.
- Added `TestJobs.cs` for additional job implementation tests.
- Added `WorkerThread.cs` to manage worker threads for jobs.

Changed:
- Changed `AssemblyInfo.cs.cs` to include a global using directive for `unsafe JobExecuteFunc`.
- Changed `IJob.cs` to include an overload of the `Execute` method with a `threadIndex` parameter.
- Changed `JobHandle.cs` to include an `IsValid` property and updated internal structure.
- Changed `JobScheduler.cs` to improve job scheduling and management.
- Changed `JobsUtility.cs` to enhance job management functions.
- Changed `MemoryBlock.cs` to reference the heap from which memory was allocated.
- Changed `ParallelNoiseBenchmark.cs` to include benchmarks for the job system.
- Changed `Program.cs` to execute benchmarks instead of previous test code.

Removed:
- Removed `.gitignore` entries for default ignored files.
- Removed `JobBase.cs` to shift from structs to classes for jobs.
- Removed `JobExtensions.cs` indicating a change in job scheduling.
- Removed `JobStruct.cs` indicating a change in job structure.
- Removed `encodings.xml`, `indexLayout.xml`, and `vcs.xml` files to simplify project configuration.
- Removed fields from `JobData.cs` to simplify the job data structure.
- Removed `TestJobSystem.csproj` entries related to old project structure.
2025-09-08 23:17:22 +09:00

95 lines
2.6 KiB
C#

using System.Collections.Concurrent;
namespace Misaki.HighPerformance.Jobs;
internal class WorkerThread : IDisposable
{
private readonly int _index;
private readonly Thread _thread;
private readonly ConcurrentQueue<JobHandle> _localQueue;
private readonly JobScheduler _scheduler;
private readonly Random _random;
internal ConcurrentQueue<JobHandle> LocalQueue => _localQueue;
public WorkerThread(int index, JobScheduler scheduler)
{
_index = index;
_localQueue = new();
_scheduler = scheduler;
_random = new Random(index * 9973 + Environment.TickCount);
_thread = new Thread(WorkLoop)
{
IsBackground = true,
Name = $"WorkerThread-{index}"
};
}
public void Start() => _thread.Start();
private unsafe void WorkLoop()
{
while (!_scheduler.IsCancellationRequested)
{
var handle = JobHandle.Invalid;
// Always try the local thread and main thread queue first.
if (!_localQueue.TryDequeue(out handle)
&& !_scheduler.TryStealJob(-1, out handle))
{
var randomIndex = _random.Next(0, _scheduler.WorkerCount);
if (_scheduler.TryStealJob(randomIndex, out var tempHandle))
{
handle = tempHandle;
}
}
ref var jobInfo = ref _scheduler.GetJobInfoReference(handle, out var exist);
if (exist)
{
Interlocked.CompareExchange(ref jobInfo.status, JobStatus.Running, JobStatus.Scheduled);
var executeDelegate = jobInfo.executeDelegate;
if (executeDelegate == null
|| executeDelegate(jobInfo.pJobData, ref jobInfo.jobRanges, ref jobInfo.remainingBatches, _index))
{
_scheduler.MarkJobComplete(handle);
}
}
else
{
var spinner = new SpinWait();
for (var i = 0; i < 25; i++)
{
spinner.SpinOnce(-1);
if (_scheduler.HasWork())
{
goto FoundWork;
}
}
try
{
_scheduler.WaitForWork();
}
catch (OperationCanceledException)
{
continue;
}
}
FoundWork:
;
}
}
public void Dispose()
{
_thread.Join();
_localQueue.Clear();
}
}