271 lines
8.5 KiB
C++
271 lines
8.5 KiB
C++
/**
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@file GThread.h
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@created 2005-09-22
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@edited 2010-09-10
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*/
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#ifndef G3D_GThread_h
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#define G3D_GThread_h
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#include "G3D/platform.h"
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#include "G3D/ReferenceCount.h"
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#include "G3D/ThreadSet.h"
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#include "G3D/Vector2int32.h"
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#include "G3D/SpawnBehavior.h"
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#include <string>
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#ifndef G3D_WINDOWS
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# include <pthread.h>
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# include <signal.h>
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#endif
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namespace G3D {
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typedef shared_ptr<class GThread> GThreadRef;
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/**
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Platform independent thread implementation. You can either subclass and
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override GThread::threadMain or call the create method with a method.
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Beware of reference counting and threads. If circular references exist between
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GThread subclasses then neither class will ever be deallocated. Also,
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dropping all pointers (and causing deallocation) of a GThread does NOT
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stop the underlying process.
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\sa G3D::GMutex, G3D::Spinlock, G3D::AtomicInt32, G3D::ThreadSet
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*/
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class GThread : public ReferenceCountedObject {
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private:
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// "Status" is a reserved word on FreeBSD
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enum GStatus {STATUS_CREATED, STATUS_STARTED, STATUS_RUNNING, STATUS_COMPLETED};
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// Not implemented on purpose, don't use
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GThread(const GThread &);
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GThread& operator=(const GThread&);
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bool operator==(const GThread&);
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#ifdef G3D_WINDOWS
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static DWORD WINAPI internalThreadProc(LPVOID param);
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#else
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static void* internalThreadProc(void* param);
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#endif //G3D_WINDOWS
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volatile GStatus m_status;
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// Thread handle to hold HANDLE and pthread_t
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#ifdef G3D_WINDOWS
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HANDLE m_handle;
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HANDLE m_event;
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#else
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pthread_t m_handle;
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#endif //G3D_WINDOWS
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std::string m_name;
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protected:
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/** Overriden by the thread implementor */
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virtual void threadMain() = 0;
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public:
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/** Returns System::numCores(); put here to break a dependence on System.h */
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static int numCores();
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typedef shared_ptr<class GThread> Ref;
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GThread(const std::string& name);
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virtual ~GThread();
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/** Constructs a basic GThread without requiring a subclass.
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@param proc The global or static function for the threadMain() */
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static GThreadRef create(const std::string& name, void (*proc)(void*), void* param = NULL);
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/** Starts the thread and executes threadMain(). Returns false if
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the thread failed to start (either because it was already started
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or because the OS refused).
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@param behavior If USE_CURRENT_THREAD, rather than spawning a new thread, this routine
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runs threadMain on the current thread.
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*/
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bool start(SpawnBehavior behavior = USE_NEW_THREAD);
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/** Terminates the thread without notifying or
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waiting for a cancelation point. */
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void terminate();
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/**
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Returns true if threadMain is currently executing. This will
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only be set when the thread is actually running and might not
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be set when start() returns. */
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bool running() const;
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/** True after start() has been called, even through the thread
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may have already completed(), or be currently running().*/
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bool started() const;
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/** Returns true if the thread has exited. */
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bool completed() const;
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/** Waits for the thread to finish executing. */
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void waitForCompletion();
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/** Returns thread name */
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const std::string& name() {
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return m_name;
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}
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/** For backwards compatibility to G3D 8.xx */
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static const SpawnBehavior USE_CURRENT_THREAD = G3D::USE_CURRENT_THREAD;
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/** For backwards compatibility to G3D 8.xx */
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static const SpawnBehavior USE_NEW_THREAD = G3D::USE_NEW_THREAD;
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enum {
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/** Tells GThread::runConcurrently() and GThread::runConcurrently2D() to
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use System::numCores() threads.*/
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NUM_CORES = -100
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};
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/**
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\brief Iterates over a 2D region using multiple threads and
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blocks until all threads have completed. <p> Evaluates \a
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object->\a method(\a x, \a y) for every <code>start.x <= x <
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upTo.x</code> and <code>start.y <= y < upTo.y</code>.
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Iteration is row major, so each thread can expect to see
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successive x values. </p>
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\param maxThreads
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Maximum number of threads to use. By default at most one
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thread per processor core will be used.
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Example:
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\code
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class RayTracer {
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public:
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void trace(const Vector2int32& pixel) {
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...
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}
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void traceAll() {
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GThread::runConcurrently2D(Point2int32(0,0), Point2int32(w,h), this, &RayTracer::trace);
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}
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};
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\endcode
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*/
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template<class Class>
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static void runConcurrently2D
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(const Vector2int32& start,
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const Vector2int32& upTo,
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Class* object,
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void (Class::*method)(int x, int y),
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int maxThreads = NUM_CORES) {
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_internal_runConcurrently2DHelper(start, upTo, object, method, static_cast<void (Class::*)(int, int, int)>(NULL), maxThreads);
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}
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/** Like the other version of runConcurrently2D, but tells the
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method the thread index that it is running on. That enables
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the caller to manage per-thread state.
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*/
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template<class Class>
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static void runConcurrently2D
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(const Vector2int32& start,
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const Vector2int32& upTo,
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Class* object,
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void (Class::*method)(int x, int y, int threadID),
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int maxThreads = NUM_CORES) {
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_internal_runConcurrently2DHelper(start, upTo, object, static_cast<void (Class::*)(int, int)>(NULL), method, maxThreads);
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}
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};
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// Can't use an inherited class inside of its parent on g++ 4.2.1 if it is later a template parameter
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/** For use by runConcurrently2D. Designed for arbitrary iteration, although only used for
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interlaced rows in the current implementation. */
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template<class Class>
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class _internalGThreadWorker : public GThread {
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public:
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/** Start for this thread, which differs from the others */
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const int threadID;
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const Vector2int32 start;
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const Vector2int32 upTo;
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const Vector2int32 stride;
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Class* object;
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void (Class::*method1)(int x, int y);
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void (Class::*method2)(int x, int y, int threadID);
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_internalGThreadWorker(int threadID,
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const Vector2int32& start,
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const Vector2int32& upTo,
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Class* object,
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void (Class::*method1)(int x, int y),
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void (Class::*method2)(int x, int y, int threadID),
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const Vector2int32& stride) :
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GThread("runConcurrently2D worker"),
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threadID(threadID),
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start(start),
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upTo(upTo),
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stride(stride),
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object(object),
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method1(method1),
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method2(method2) {}
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virtual void threadMain() {
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for (int y = start.y; y < upTo.y; y += stride.y) {
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// Run whichever method was provided
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if (method1) {
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for (int x = start.x; x < upTo.x; x += stride.x) {
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(object->*method1)(x, y);
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}
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} else {
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for (int x = start.x; x < upTo.x; x += stride.x) {
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(object->*method2)(x, y, threadID);
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}
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}
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}
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}
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};
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template<class Class>
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void _internal_runConcurrently2DHelper
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(const Vector2int32& start,
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const Vector2int32& upTo,
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Class* object,
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void (Class::*method1)(int x, int y),
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void (Class::*method2)(int x, int y, int threadID),
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int maxThreads) {
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// Create a group of threads
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if (maxThreads == GThread::NUM_CORES) {
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maxThreads = GThread::numCores();
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}
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const int numRows = upTo.y - start.y;
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const int numThreads = min(maxThreads, numRows);
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const Vector2int32 stride(1, numThreads);
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ThreadSet threadSet;
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for (int t = 0; t < numThreads; ++t) {
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threadSet.insert(shared_ptr<_internalGThreadWorker<Class> >(new _internalGThreadWorker<Class>(t, start + Vector2int32(0, t), upTo, object, method1, method2, stride)));
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}
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// Run the threads, reusing the current thread and blocking until
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// all complete
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threadSet.start(USE_CURRENT_THREAD);
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threadSet.waitForCompletion();
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}
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} // namespace G3D
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#endif //G3D_GTHREAD_H
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