/* * Copyright (C) 2021 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef ANDROID_RENDERSCRIPT_TOOLKIT_TASKPROCESSOR_H #define ANDROID_RENDERSCRIPT_TOOLKIT_TASKPROCESSOR_H // #include #include #include #include #include #include #include namespace renderscript { /** * Description of the data to be processed for one Toolkit method call, e.g. one blur or one * blend operation. * * The data to be processed is a 2D array of cells. Each cell is a vector of 1 to 4 unsigned bytes. * The most typical configuration is a 2D array of uchar4 used to represent RGBA images. * * This is a base class. There will be a subclass for each Toolkit op. * * Typical usage of a derived class would look like: * BlurTask task(in, out, sizeX, sizeY, vectorSize, etc); * processor->doTask(&task); * * The TaskProcessor should call setTiling() and setUsesSimd() once, before calling processTile(). * Other classes should not call setTiling(), setUsesSimd(), and processTile(). */ class Task { protected: /** * Number of cells in the X direction. */ const size_t mSizeX; /** * Number of cells in the Y direction. */ const size_t mSizeY; /** * Number of elements in a vector (cell). From 1-4. */ const size_t mVectorSize; /** * Whether the task prefers the processData call to represent the work to be done as * one line rather than a rectangle. This would be the case for work that don't involve * vertical neighbors, e.g. blend or histogram. A task would prefer this to minimize the * number of SIMD calls to make, i.e. have one call that covers all the rows. * * This setting will be used only when a tile covers the entire width of the data to be * processed. */ const bool mPrefersDataAsOneRow; /** * Whether the processor we're working on supports SIMD operations. */ bool mUsesSimd = false; private: /** * If not null, we'll process a subset of the whole 2D array. This specifies the restriction. */ const struct Restriction* mRestriction; /** * We'll divide the work into rectangular tiles. See setTiling(). */ /** * Size of a tile in the X direction, as a number of cells. */ size_t mCellsPerTileX = 0; /** * Size of a tile in the Y direction, as a number of cells. */ size_t mCellsPerTileY = 0; /** * Number of tiles per row of the restricted area we're working on. */ size_t mTilesPerRow = 0; /** * Number of tiles per column of the restricted area we're working on. */ size_t mTilesPerColumn = 0; public: /** * Construct a task. * * sizeX and sizeY should be greater than 0. vectorSize should be between 1 and 4. * The restriction should outlive this instance. The Toolkit validates the * arguments so we won't do that again here. */ Task(size_t sizeX, size_t sizeY, size_t vectorSize, bool prefersDataAsOneRow, const Restriction* restriction) : mSizeX{sizeX}, mSizeY{sizeY}, mVectorSize{vectorSize}, mPrefersDataAsOneRow{prefersDataAsOneRow}, mRestriction{restriction} {} virtual ~Task() {} void setUsesSimd(bool uses) { mUsesSimd = uses; } /** * Divide the work into a number of tiles that can be distributed to the various threads. * A tile will be a rectangular region. To be robust, we'll want to handle regular cases * like 400x300 but also unusual ones like 1x120000, 120000x1, 1x1. * * We have a target size for the tiles, which corresponds roughly to how much data a thread * will want to process before checking for more work. If the target is set too low, we'll spend * more time in synchronization. If it's too large, some cores may not be used as efficiently. * * This method returns the number of tiles. * * @param targetTileSizeInBytes Target size. Values less than 1000 will be treated as 1000. */ int setTiling(unsigned int targetTileSizeInBytes); /** * This is called by the TaskProcessor to instruct the task to process a tile. * * @param threadIndex The index of the thread that's processing the tile. * @param tileIndex The index of the tile to process. */ void processTile(unsigned int threadIndex, size_t tileIndex); private: /** * Call to the derived class to process the data bounded by the rectangle specified * by (startX, startY) and (endX, endY). The end values are EXCLUDED. This rectangle * will be contained with the restriction, if one is provided. */ virtual void processData(int threadIndex, size_t startX, size_t startY, size_t endX, size_t endY) = 0; }; /** * There's one instance of the task processor for the Toolkit. This class owns the thread pool, * and dispatches the tiles of work to the threads. */ class TaskProcessor { /** * Does this processor support SIMD-like instructions? */ const bool mUsesSimd; /** * The number of separate threads we'll spawn. It's one less than the number of threads that * do the work as the client thread that starts the work will also be used. */ const unsigned int mNumberOfPoolThreads; /** * Ensures that only one task is done at a time. */ std::mutex mTaskMutex; /** * Ensures consistent access to the shared queue state. */ std::mutex mQueueMutex; /** * The thread pool workers. */ std::vector mPoolThreads; /** * The task being processed, if any. We only do one task at a time. We could create a queue * of tasks but using a mTaskMutex is sufficient for now. */ Task* mCurrentTask /*GUARDED_BY(mTaskMutex)*/ = nullptr; /** * Signals that the mPoolThreads should terminate. */ bool mStopThreads /*GUARDED_BY(mQueueMutex)*/ = false; /** * Signaled when work is available or the mPoolThreads need to shut down. mStopThreads is used * to distinguish between the two. */ std::condition_variable mWorkAvailableOrStop; /** * Signaled when the work for the task is finished. */ std::condition_variable mWorkIsFinished; /** * A user task, e.g. a blend or a blur, is split into a number of tiles. When a thread starts * working on a new tile, it uses this count to identify which tile to work on. The tile * number is sufficient to determine the boundaries of the data to process. * * The number of tiles left to process. */ int mTilesNotYetStarted /*GUARDED_BY(mQueueMutex)*/ = 0; /** * The number of tiles currently being processed. Must not be greater than * mNumberOfPoolThreads + 1. */ int mTilesInProcess /*GUARDED_BY(mQueueMutex)*/ = 0; /** * Determines how we'll tile the work and signals the thread pool of available work. * * @param task The task to be performed. */ void startWork(Task* task) /*REQUIRES(mTaskMutex)*/; /** * Tells the thread to start processing work off the queue. * * The flag is used for prevent the main thread from blocking forever if the work is * so trivial that the worker threads complete the work before the main thread calls this * method. * * @param threadIndex The index number (0..mNumberOfPoolThreads) this thread will referred by. * @param returnWhenNoWork If there's no work, return immediately. */ void processTilesOfWork(int threadIndex, bool returnWhenNoWork); /** * Wait for the pool workers to complete the work on the current task. */ void waitForPoolWorkersToComplete(); public: /** * Create the processor. * * @param numThreads The total number of threads to use. If 0, we'll decided based on system * properties. */ explicit TaskProcessor(unsigned int numThreads = 0); ~TaskProcessor(); /** * Do the specified task. Returns only after the task has been completed. */ void doTask(Task* task); /** * Some Tasks need to allocate temporary storage for each worker thread. * This provides the number of threads. */ unsigned int getNumberOfThreads() const { return mNumberOfPoolThreads + 1; } }; } // namespace renderscript #endif // ANDROID_RENDERSCRIPT_TOOLKIT_TASKPROCESSOR_H