Ryujinx/Ryujinx.Common/AsyncWorkQueue.cs
gdkchan 4d02a2d2c0
New NVDEC and VIC implementation (#1384)
* Initial NVDEC and VIC implementation

* Update FFmpeg.AutoGen to 4.3.0

* Add nvdec dependencies for Windows

* Unify some VP9 structures

* Rename VP9 structure fields

* Improvements to Video API

* XML docs for Common.Memory

* Remove now unused or redundant overloads from MemoryAccessor

* NVDEC UV surface read/write scalar paths

* Add FIXME comments about hacky things/stuff that will need to be fixed in the future

* Cleaned up VP9 memory allocation

* Remove some debug logs

* Rename some VP9 structs

* Remove unused struct

* No need to compile Ryujinx.Graphics.Host1x with unsafe anymore

* Name AsyncWorkQueue threads to make debugging easier

* Make Vp9PictureInfo a ref struct

* LayoutConverter no longer needs the depth argument (broken by rebase)

* Pooling of VP9 buffers, plus fix a memory leak on VP9

* Really wish VS could rename projects properly...

* Address feedback

* Remove using

* Catch OperationCanceledException

* Add licensing informations

* Add THIRDPARTY.md to release too

Co-authored-by: Thog <me@thog.eu>
2020-07-12 05:07:01 +02:00

101 lines
2.6 KiB
C#

using System;
using System.Collections.Concurrent;
using System.Threading;
namespace Ryujinx.Common
{
public sealed class AsyncWorkQueue<T> : IDisposable
{
private readonly Thread _workerThread;
private readonly CancellationTokenSource _cts;
private readonly Action<T> _workerAction;
private readonly BlockingCollection<T> _queue;
public bool IsCancellationRequested => _cts.IsCancellationRequested;
public AsyncWorkQueue(Action<T> callback, string name = null) : this(callback, name, new BlockingCollection<T>())
{
}
public AsyncWorkQueue(Action<T> callback, string name, BlockingCollection<T> collection)
{
_cts = new CancellationTokenSource();
_queue = collection;
_workerAction = callback;
_workerThread = new Thread(DoWork) { Name = name };
_workerThread.IsBackground = true;
_workerThread.Start();
}
private void DoWork()
{
try
{
foreach (var item in _queue.GetConsumingEnumerable(_cts.Token))
{
_workerAction(item);
}
}
catch (OperationCanceledException)
{
}
}
public void Cancel()
{
_cts.Cancel();
}
public void CancelAfter(int millisecondsDelay)
{
_cts.CancelAfter(millisecondsDelay);
}
public void CancelAfter(TimeSpan delay)
{
_cts.CancelAfter(delay);
}
public void Add(T workItem)
{
_queue.Add(workItem);
}
public void Add(T workItem, CancellationToken cancellationToken)
{
_queue.Add(workItem, cancellationToken);
}
public bool TryAdd(T workItem)
{
return _queue.TryAdd(workItem);
}
public bool TryAdd(T workItem, int millisecondsDelay)
{
return _queue.TryAdd(workItem, millisecondsDelay);
}
public bool TryAdd(T workItem, int millisecondsDelay, CancellationToken cancellationToken)
{
return _queue.TryAdd(workItem, millisecondsDelay, cancellationToken);
}
public bool TryAdd(T workItem, TimeSpan timeout)
{
return _queue.TryAdd(workItem, timeout);
}
public void Dispose()
{
_queue.CompleteAdding();
_cts.Cancel();
_workerThread.Join();
_queue.Dispose();
_cts.Dispose();
}
}
}