/*------------------------------------------------------------------------- This source file is a part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2013 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE -------------------------------------------------------------------------*/ #ifndef __OgreDefaultWorkQueueStandard_H__ #define __OgreDefaultWorkQueueStandard_H__ #include "../OgreWorkQueue.h" namespace Ogre { /** Implementation of a general purpose request / response style background work queue. @remarks This default implementation of a work queue starts a thread pool and provides queues to process requests. */ class _OgreExport DefaultWorkQueue : public DefaultWorkQueueBase { public: DefaultWorkQueue(const String& name = StringUtil::BLANK); virtual ~DefaultWorkQueue(); /// Main function for each thread spawned. virtual void _threadMain(); /// @copydoc WorkQueue::shutdown virtual void shutdown(); /// @copydoc WorkQueue::startup virtual void startup(bool forceRestart = true); protected: /** To be called by a separate thread; will return immediately if there are items in the queue, or suspend the thread until new items are added otherwise. */ virtual void waitForNextRequest(); /// Notify that a thread has registered itself with the render system virtual void notifyThreadRegistered(); virtual void notifyWorkers(); size_t mNumThreadsRegisteredWithRS; /// Init notification mutex (must lock before waiting on initCondition) OGRE_MUTEX(mInitMutex); /// Synchroniser token to wait / notify on thread init OGRE_THREAD_SYNCHRONISER(mInitSync); OGRE_THREAD_SYNCHRONISER(mRequestCondition); #if OGRE_THREAD_SUPPORT typedef vector::type WorkerThreadList; WorkerThreadList mWorkers; #endif }; } #endif