Added XML documentation comments to the `JobScheduler` class and its methods. Added a new method `GetJobStatus` in the `JobScheduler` class for job status retrieval. Added a new `CollectionHandle` struct for collection management. Added a new test class `TestUnsafeSparseSet` with unit tests for `UnsafeSparseSet`. Changed the `WorkerThread` class to improve job retrieval logic with a new `FindJob` method. Changed the `DynamicArena` class by removing commented-out code to streamline memory management. Removed commented-out code in the `WorkerThread` class for improved readability. Removed the `ArenaAllocator` struct from `AllocationManager` to clean up unused code. Removed the `ParallelWriter` struct from `UnsafeSparseSet`, indicating a shift in handling sparse sets.
114 lines
3.2 KiB
C#
114 lines
3.2 KiB
C#
using System.Collections.Concurrent;
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namespace Misaki.HighPerformance.Jobs;
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internal class WorkerThread : IDisposable
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{
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private readonly int _index;
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private readonly Thread _thread;
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private readonly ConcurrentQueue<JobHandle> _localQueue;
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private readonly JobScheduler _scheduler;
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private readonly Random _random;
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internal ConcurrentQueue<JobHandle> LocalQueue => _localQueue;
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public WorkerThread(int index, JobScheduler scheduler)
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{
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_index = index;
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_localQueue = new();
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_scheduler = scheduler;
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_random = new Random(index * 9973 + Environment.TickCount);
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_thread = new Thread(WorkLoop)
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{
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IsBackground = true,
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Name = $"WorkerThread-{index}"
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};
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}
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public void Start() => _thread.Start();
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private JobHandle FindJob()
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{
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var handle = JobHandle.Invalid;
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if (_localQueue.TryDequeue(out handle)
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|| _scheduler.TryStealJob(-1, out handle))
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{
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return handle;
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}
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while (true)
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{
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var randomIndex = _random.Next(0, _scheduler.WorkerCount);
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if (_scheduler.TryStealJob(randomIndex, out handle))
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{
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return handle;
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}
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}
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}
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private unsafe void WorkLoop()
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{
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while (!_scheduler.IsCancellationRequested)
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{
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var spinner = new SpinWait();
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for (var i = 0; i < 25; i++)
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{
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spinner.SpinOnce(-1);
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if (_scheduler.HasWork())
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{
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// Instead of goto, we still need to go through the WaitForWork to claim a release.
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// This causes lock and lots of branches inside the SemaphoreSlim, which lost 0.03ms.
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// goto DoWork;
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break;
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}
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}
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try
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{
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_scheduler.WaitForWork();
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}
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catch (OperationCanceledException)
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{
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continue;
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}
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//var handle = JobHandle.Invalid;
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//// Always try the local thread and main thread queue first.
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//if (!_localQueue.TryDequeue(out handle)
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// && !_scheduler.TryStealJob(-1, out handle))
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//{
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// var randomIndex = _random.Next(0, _scheduler.WorkerCount);
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// if (_scheduler.TryStealJob(randomIndex, out var tempHandle))
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// {
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// handle = tempHandle;
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// }
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//}
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//DoWork:
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var handle = FindJob();
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ref var jobInfo = ref _scheduler.GetJobInfoReference(handle, out var exist);
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if (exist)
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{
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Interlocked.CompareExchange(ref jobInfo.status, JobStatus.Running, JobStatus.Scheduled);
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var executeDelegate = jobInfo.executeDelegate;
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if (executeDelegate == null
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|| executeDelegate(jobInfo.pJobData, ref jobInfo.jobRanges, ref jobInfo.remainingBatches, _index))
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{
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_scheduler.MarkJobComplete(handle);
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}
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}
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}
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}
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public void Dispose()
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{
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_thread.Join();
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_localQueue.Clear();
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}
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} |