c1dd74580e
Tweaked scheduling so it survives this situation by scattering "extra" threads uniformly over all the NUMA nodes. There are still tweaks possible to make some specific hardware configurations work better.
67 lines
1.3 KiB
C++
67 lines
1.3 KiB
C++
/*
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* Copyright 2011-2016 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "util/util_thread.h"
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#include "util/util_system.h"
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#include "util/util_windows.h"
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CCL_NAMESPACE_BEGIN
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thread::thread(function<void()> run_cb, int node)
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: run_cb_(run_cb),
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joined_(false),
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node_(node)
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{
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thread_ = std::thread(&thread::run, this);
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}
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thread::~thread()
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{
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if(!joined_) {
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join();
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}
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}
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void *thread::run(void *arg)
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{
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thread *self = (thread*)(arg);
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if (self->node_ != -1) {
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system_cpu_run_thread_on_node(self->node_);
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}
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self->run_cb_();
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return NULL;
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}
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bool thread::join()
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{
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joined_ = true;
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try {
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thread_.join();
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return true;
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}
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catch (const std::system_error&) {
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return false;
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}
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}
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void thread::schedule_to_node(int node)
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{
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node_ = node;
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}
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CCL_NAMESPACE_END
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