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/*
* Copyright 2019 The libgav1 Authors
*
* 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 LIBGAV1_SRC_THREADING_STRATEGY_H_
#define LIBGAV1_SRC_THREADING_STRATEGY_H_
#include <memory>
#include "src/obu_parser.h"
#include "src/utils/compiler_attributes.h"
#include "src/utils/threadpool.h"
namespace libgav1 {
class FrameScratchBufferPool;
// This class allocates and manages the worker threads among thread pools used
// for multi-threaded decoding.
class ThreadingStrategy {
public:
ThreadingStrategy() = default;
// Not copyable or movable.
ThreadingStrategy(const ThreadingStrategy&) = delete;
ThreadingStrategy& operator=(const ThreadingStrategy&) = delete;
// Creates or re-allocates the thread pools based on the |frame_header| and
// |thread_count|. This function is used only in non frame-parallel mode. This
// function is idempotent if the |frame_header| and |thread_count| don't
// change between calls (it will only create new threads on the first call and
// do nothing on the subsequent calls). This function also starts the worker
// threads whenever it creates new thread pools.
// The following strategy is used to allocate threads:
// * One thread is allocated for decoding each Tile.
// * Any remaining threads are allocated for superblock row multi-threading
// within each of the tile in a round robin fashion.
// Note: During the lifetime of a ThreadingStrategy object, only one of the
// Reset() variants will be used.
LIBGAV1_MUST_USE_RESULT bool Reset(const ObuFrameHeader& frame_header,
int thread_count);
// Creates or re-allocates a thread pool with |thread_count| threads. This
// function is used only in frame parallel mode. This function is idempotent
// if the |thread_count| doesn't change between calls (it will only create new
// threads on the first call and do nothing on the subsequent calls).
// Note: During the lifetime of a ThreadingStrategy object, only one of the
// Reset() variants will be used.
LIBGAV1_MUST_USE_RESULT bool Reset(int thread_count);
// Returns a pointer to the ThreadPool that is to be used for Tile
// multi-threading.
ThreadPool* tile_thread_pool() const {
return (tile_thread_count_ != 0) ? thread_pool_.get() : nullptr;
}
int tile_thread_count() const { return tile_thread_count_; }
// Returns a pointer to the underlying ThreadPool.
// Note: Valid only when |frame_parallel_| is true. This is used for
// facilitating in-frame multi-threading in that case.
ThreadPool* thread_pool() const { return thread_pool_.get(); }
// Returns a pointer to the ThreadPool that is to be used within the Tile at
// index |tile_index| for superblock row multi-threading.
// Note: Valid only when |frame_parallel_| is false.
ThreadPool* row_thread_pool(int tile_index) const {
return tile_index < max_tile_index_for_row_threads_ ? thread_pool_.get()
: nullptr;
}
// Returns a pointer to the ThreadPool that is to be used for post filter
// multi-threading.
// Note: Valid only when |frame_parallel_| is false.
ThreadPool* post_filter_thread_pool() const {
return frame_parallel_ ? nullptr : thread_pool_.get();
}
// Returns a pointer to the ThreadPool that is to be used for film grain
// synthesis and blending.
// Note: Valid only when |frame_parallel_| is false.
ThreadPool* film_grain_thread_pool() const { return thread_pool_.get(); }
private:
std::unique_ptr<ThreadPool> thread_pool_;
int tile_thread_count_ = 0;
int max_tile_index_for_row_threads_ = 0;
bool frame_parallel_ = false;
};
// Initializes the |frame_thread_pool| and the necessary worker threadpools (the
// threading_strategy objects in each of the frame scratch buffer in
// |frame_scratch_buffer_pool|) as follows:
// * frame_threads = ComputeFrameThreadCount();
// * For more details on how frame_threads is computed, see the function
// comment in ComputeFrameThreadCount().
// * |frame_thread_pool| is created with |frame_threads| threads.
// * divide the remaining number of threads into each frame thread and
// initialize a frame_scratch_buffer.threading_strategy for each frame
// thread.
// When this function is called, |frame_scratch_buffer_pool| must be empty. If
// this function returns true, it means the initialization was successful and
// one of the following is true:
// * |frame_thread_pool| has been successfully initialized and
// |frame_scratch_buffer_pool| has been successfully populated with
// |frame_threads| buffers to be used by each frame thread. The total
// number of threads that this function creates will always be equal to
// |thread_count|.
// * |frame_thread_pool| is nullptr. |frame_scratch_buffer_pool| is not
// modified. This means that frame threading will not be used and the
// decoder will continue to operate normally in non frame parallel mode.
LIBGAV1_MUST_USE_RESULT bool InitializeThreadPoolsForFrameParallel(
int thread_count, int tile_count, int tile_columns,
std::unique_ptr<ThreadPool>* frame_thread_pool,
FrameScratchBufferPool* frame_scratch_buffer_pool);
} // namespace libgav1
#endif // LIBGAV1_SRC_THREADING_STRATEGY_H_