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https://git.dev.opencascade.org/repos/occt.git
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NCollection containers update: - NCollection_Array1 - updated functionality - NCollection_Array2 - NCollection_Array1 as a wrapper for 2array - NCollection_Vector -> NCollection_DynamicArray was renamed and reworked. TCollection: - Use static empty string to avoid allocations on empty string NCollection allocators update: - NCollection_Allocator - allocator that used Standard::Allocate - NCollection_OccAllocator - allocator-wrapper that used OCC BaseAllocator objects - NCollection_IncAllocator - rework to increase performance Standard: - Rework functionality to use different allocation libs - Implement basic of new way to wrap allocations tools - Define 4 ways to allocation (defines in configure stage) Additional changes: - Hash function uses std::hash functionality - size_t as a hash value - New HashUtils with Murmur and FVN hash algo for x32 and x64 - Deprecated _0.cxx and .gxx DE classes reorganized - Create own utility for std memory - Update Standard_Transient to be more platform-independent Math TK changes: - math_Vector -> match_BaseVector<> - Buffer decreased to cash 32 elements instead of 512
179 lines
5.8 KiB
C++
179 lines
5.8 KiB
C++
// Created by: Peter KURNEV
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// Copyright (c) 1999-2013 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#ifndef _BOPTools_Parallel_HeaderFile
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#define _BOPTools_Parallel_HeaderFile
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#include <OSD_Parallel.hxx>
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#include <OSD_ThreadPool.hxx>
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#include <NCollection_DataMap.hxx>
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#include <Standard_Mutex.hxx>
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#include <OSD_Thread.hxx>
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//! Implementation of Functors/Starters
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class BOPTools_Parallel
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{
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template<class TypeSolverVector>
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class Functor
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{
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public:
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//! Constructor.
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explicit Functor(TypeSolverVector& theSolverVec) : mySolvers (theSolverVec) {}
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//! Defines functor interface.
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void operator() (const Standard_Integer theIndex) const
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{
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typename TypeSolverVector::value_type& aSolver = mySolvers[theIndex];
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aSolver.Perform();
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}
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private:
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Functor(const Functor&);
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Functor& operator= (const Functor&);
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private:
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TypeSolverVector& mySolvers;
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};
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//! Functor storing map of thread id -> algorithm context
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template<class TypeSolverVector, class TypeContext>
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class ContextFunctor
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{
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public:
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//! Constructor
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explicit ContextFunctor (TypeSolverVector& theVector) : mySolverVector(theVector) {}
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//! Binds main thread context
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void SetContext (const opencascade::handle<TypeContext>& theContext)
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{
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myContextMap.Bind (OSD_Thread::Current(), theContext);
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}
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//! Returns current thread context
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const opencascade::handle<TypeContext>& GetThreadContext() const
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{
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const Standard_ThreadId aThreadID = OSD_Thread::Current();
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if (const opencascade::handle<TypeContext>* aContextPtr = myContextMap.Seek (aThreadID))
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{
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if (!aContextPtr->IsNull())
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{
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return *aContextPtr;
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}
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}
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// Create new context
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opencascade::handle<TypeContext> aContext = new TypeContext (NCollection_BaseAllocator::CommonBaseAllocator());
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Standard_Mutex::Sentry aLocker (myMutex);
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myContextMap.Bind (aThreadID, aContext);
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return myContextMap (aThreadID);
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}
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//! Defines functor interface
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void operator()( const Standard_Integer theIndex ) const
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{
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const opencascade::handle<TypeContext>& aContext = GetThreadContext();
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typename TypeSolverVector::value_type& aSolver = mySolverVector[theIndex];
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aSolver.SetContext(aContext);
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aSolver.Perform();
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}
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private:
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ContextFunctor(const ContextFunctor&);
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ContextFunctor& operator= (const ContextFunctor&);
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private:
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TypeSolverVector& mySolverVector;
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mutable NCollection_DataMap<Standard_ThreadId, opencascade::handle<TypeContext>> myContextMap;
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mutable Standard_Mutex myMutex;
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};
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//! Functor storing array of algorithm contexts per thread in pool
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template<class TypeSolverVector, class TypeContext>
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class ContextFunctor2
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{
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public:
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//! Constructor
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explicit ContextFunctor2 (TypeSolverVector& theVector, const OSD_ThreadPool::Launcher& thePoolLauncher)
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: mySolverVector(theVector),
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myContextArray (thePoolLauncher.LowerThreadIndex(), thePoolLauncher.UpperThreadIndex()) {}
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//! Binds main thread context
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void SetContext (const opencascade::handle<TypeContext>& theContext)
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{
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myContextArray.ChangeLast() = theContext; // OSD_ThreadPool::Launcher::UpperThreadIndex() is reserved for a main thread
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}
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//! Defines functor interface with serialized thread index.
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void operator() (int theThreadIndex,
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int theIndex) const
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{
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opencascade::handle<TypeContext>& aContext = myContextArray.ChangeValue (theThreadIndex);
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if (aContext.IsNull())
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{
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aContext = new TypeContext (NCollection_BaseAllocator::CommonBaseAllocator());
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}
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typename TypeSolverVector::value_type& aSolver = mySolverVector[theIndex];
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aSolver.SetContext (aContext);
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aSolver.Perform();
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}
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private:
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ContextFunctor2(const ContextFunctor2&);
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ContextFunctor2& operator= (const ContextFunctor2&);
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private:
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TypeSolverVector& mySolverVector;
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mutable NCollection_Array1< opencascade::handle<TypeContext> > myContextArray;
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};
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public:
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//! Pure version
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template<class TypeSolverVector>
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static void Perform (Standard_Boolean theIsRunParallel,
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TypeSolverVector& theSolverVector)
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{
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Functor<TypeSolverVector> aFunctor (theSolverVector);
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OSD_Parallel::For (0, theSolverVector.Length(), aFunctor, !theIsRunParallel);
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}
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//! Context dependent version
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template<class TypeSolverVector, class TypeContext>
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static void Perform (Standard_Boolean theIsRunParallel,
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TypeSolverVector& theSolverVector,
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opencascade::handle<TypeContext>& theContext)
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{
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if (OSD_Parallel::ToUseOcctThreads())
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{
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const Handle(OSD_ThreadPool)& aThreadPool = OSD_ThreadPool::DefaultPool();
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OSD_ThreadPool::Launcher aPoolLauncher (*aThreadPool, theIsRunParallel ? theSolverVector.Length() : 0);
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ContextFunctor2<TypeSolverVector, TypeContext> aFunctor (theSolverVector, aPoolLauncher);
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aFunctor.SetContext (theContext);
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aPoolLauncher.Perform (0, theSolverVector.Length(), aFunctor);
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}
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else
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{
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ContextFunctor<TypeSolverVector, TypeContext> aFunctor (theSolverVector);
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aFunctor.SetContext (theContext);
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OSD_Parallel::For (0, theSolverVector.Length(), aFunctor, !theIsRunParallel);
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}
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}
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};
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#endif
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