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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.
*/
#ifndef WorkQueue_h
#define WorkQueue_h
#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>
#endif
#if USE(WINDOWS_EVENT_LOOP)
#include <wtf/HashMap.h>
#include <wtf/ThreadingPrimitives.h>
#include <wtf/Vector.h>
#endif
#if USE(GLIB_EVENT_LOOP) || USE(GENERIC_EVENT_LOOP)
#include <wtf/Condition.h>
#include <wtf/RunLoop.h>
#endif
namespace WTF {
#if USE(WINDOWS_EVENT_LOOP)
class WorkItemContext;
#endif
class WorkQueue final : public FunctionDispatcher {
public:
enum class Type {
Serial,
Concurrent
};
enum class QOS {
UserInteractive,
UserInitiated,
Default,
Utility,
Background
};
WTF_EXPORT_PRIVATE static Ref<WorkQueue> create(const char* name, Type = Type::Serial, QOS = QOS::Default);
virtual ~WorkQueue();
WTF_EXPORT_PRIVATE void dispatch(Function<void()>&&) override;
WTF_EXPORT_PRIVATE void dispatchAfter(Seconds, Function<void()>&&);
WTF_EXPORT_PRIVATE static void concurrentApply(size_t iterations, WTF::Function<void(size_t index)>&&);
#if USE(COCOA_EVENT_LOOP)
dispatch_queue_t dispatchQueue() const { return m_dispatchQueue; }
#elif USE(GLIB_EVENT_LOOP) || USE(GENERIC_EVENT_LOOP)
RunLoop& runLoop() const { return *m_runLoop; }
#elif USE(WINDOWS_EVENT_LOOP)
WTF_EXPORT_PRIVATE void registerHandle(HANDLE, Function<void()>&&);
WTF_EXPORT_PRIVATE void unregisterAndCloseHandle(HANDLE);
#endif
private:
explicit WorkQueue(const char* name, Type, QOS);
void platformInitialize(const char* name, Type, QOS);
void platformInvalidate();
#if USE(WINDOWS_EVENT_LOOP)
static void CALLBACK handleCallback(void* context, BOOLEAN timerOrWaitFired);
static void CALLBACK timerCallback(void* context, BOOLEAN timerOrWaitFired);
static DWORD WINAPI workThreadCallback(void* context);
bool tryRegisterAsWorkThread();
void unregisterAsWorkThread();
void performWorkOnRegisteredWorkThread();
static void unregisterWaitAndDestroyItemSoon(Ref<WorkItemContext>&&);
static DWORD WINAPI unregisterWaitAndDestroyItemCallback(void* context);
#endif
#if USE(COCOA_EVENT_LOOP)
static void executeFunction(void*);
dispatch_queue_t m_dispatchQueue;
#elif USE(WINDOWS_EVENT_LOOP)
volatile LONG m_isWorkThreadRegistered;
Lock m_functionQueueLock;
Lock m_itemsMapLock;
Vector<Function<void()>> m_functionQueue;
HashMap<HANDLE, Ref<WorkItemContext>> m_itemsMap;
HANDLE m_timerQueue;
#elif USE(GLIB_EVENT_LOOP) || USE(GENERIC_EVENT_LOOP)
RunLoop* m_runLoop;
#endif
};
}
using WTF::WorkQueue;
#endif