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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 : public FunctionDispatcher {
public:
using QOS = Thread::QOS;
~WorkQueueBase() override;
WTF_EXPORT_PRIVATE void dispatch(Function<void()>&&) override;
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
protected:
enum class Type : bool {
Serial,
Concurrent
};
WorkQueueBase(const char* name, Type, QOS);
#if USE(COCOA_EVENT_LOOP)
explicit WorkQueueBase(OSObjectPtr<dispatch_queue_t>&&);
#else
explicit WorkQueueBase(RunLoop&);
#endif
void platformInitialize(const char* name, Type, QOS);
void platformInvalidate();
#if USE(COCOA_EVENT_LOOP)
OSObjectPtr<dispatch_queue_t> m_dispatchQueue;
#else
RunLoop* m_runLoop;
#endif
};
/**
* 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.
*/
class WorkQueue : public WorkQueueBase {
public:
WTF_EXPORT_PRIVATE static WorkQueue& main();
WTF_EXPORT_PRIVATE static Ref<WorkQueue> create(const char* name, QOS = QOS::Default);
#if !USE(COCOA_EVENT_LOOP)
RunLoop& runLoop() const { return *m_runLoop; }
#endif
protected:
WorkQueue(const char* name, QOS qos)
: WorkQueueBase(name, Type::Serial, qos)
{
}
private:
#if USE(COCOA_EVENT_LOOP)
explicit WorkQueue(OSObjectPtr<dispatch_queue_t>&&);
#else
explicit WorkQueue(RunLoop&);
#endif
static Ref<WorkQueue> constructMainWorkQueue();
};
/**
* 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 ConcurrentWorkQueue final : public WorkQueueBase {
public:
WTF_EXPORT_PRIVATE static Ref<ConcurrentWorkQueue> create(const char* name, QOS = QOS::Default);
WTF_EXPORT_PRIVATE static void apply(size_t iterations, WTF::Function<void(size_t index)>&&);
private:
ConcurrentWorkQueue(const char* name, QOS qos)
: WorkQueueBase(name, Type::Concurrent, qos)
{
}
};
}
using WTF::WorkQueue;
using WTF::ConcurrentWorkQueue;