本文整理汇总了C++中TaskPool::push方法的典型用法代码示例。如果您正苦于以下问题:C++ TaskPool::push方法的具体用法?C++ TaskPool::push怎么用?C++ TaskPool::push使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类TaskPool
的用法示例。
在下文中一共展示了TaskPool::push方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: device_update
void ImageManager::device_update(Device *device,
Scene *scene,
Progress& progress)
{
if(!need_update) {
return;
}
TaskPool pool;
for(int type = 0; type < IMAGE_DATA_NUM_TYPES; type++) {
for(size_t slot = 0; slot < images[type].size(); slot++) {
if(!images[type][slot])
continue;
if(images[type][slot]->users == 0) {
device_free_image(device, (ImageDataType)type, slot);
}
else if(images[type][slot]->need_load) {
if(!osl_texture_system || images[type][slot]->builtin_data)
pool.push(function_bind(&ImageManager::device_load_image,
this,
device,
scene,
(ImageDataType)type,
slot,
&progress));
}
}
}
pool.wait_work();
need_update = false;
}
示例2: task_add
void task_add(DeviceTask& task)
{
/* split task into smaller ones */
list<DeviceTask> tasks;
task.split(tasks, TaskScheduler::num_threads());
foreach(DeviceTask& task, tasks)
task_pool.push(new CPUDeviceTask(this, task));
}
示例3: task_add
void task_add(DeviceTask& task)
{
/* split task into smaller ones, more than number of threads for uneven
* workloads where some parts of the image render slower than others */
list<DeviceTask> tasks;
task.split(tasks, TaskScheduler::num_threads());
foreach(DeviceTask& task, tasks)
task_pool.push(new CPUDeviceTask(this, task));
}
示例4:
TEST(util_task, basic)
{
TaskScheduler::init(0);
TaskPool pool;
for (int i = 0; i < 100; ++i) {
pool.push(function_bind(task_run));
}
TaskPool::Summary summary;
pool.wait_work(&summary);
TaskScheduler::exit();
EXPECT_EQ(summary.num_tasks_handled, 100);
}
示例5: device_update
void ImageManager::device_update(Device *device, DeviceScene *dscene, Progress& progress)
{
if(!need_update)
return;
TaskPool pool;
for(size_t slot = 0; slot < images.size(); slot++) {
if(!images[slot])
continue;
if(images[slot]->users == 0) {
device_free_image(device, dscene, slot);
}
else if(images[slot]->need_load) {
if(!osl_texture_system)
pool.push(function_bind(&ImageManager::device_load_image, this, device, dscene, slot, &progress));
}
}
for(size_t slot = 0; slot < float_images.size(); slot++) {
if(!float_images[slot])
continue;
if(float_images[slot]->users == 0) {
device_free_image(device, dscene, slot + TEX_IMAGE_FLOAT_START);
}
else if(float_images[slot]->need_load) {
if(!osl_texture_system)
pool.push(function_bind(&ImageManager::device_load_image, this, device, dscene, slot + TEX_IMAGE_FLOAT_START, &progress));
}
}
pool.wait_work();
if(pack_images)
device_pack_images(device, dscene, progress);
need_update = false;
}
示例6: task_add
void task_add(DeviceTask& task)
{
/* split task into smaller ones */
list<DeviceTask> tasks;
if(task.type == DeviceTask::SHADER)
task.split(tasks, TaskScheduler::num_threads(), 256);
else
task.split(tasks, TaskScheduler::num_threads());
foreach(DeviceTask& task, tasks)
task_pool.push(new CPUDeviceTask(this, task));
}
示例7: task_add
void task_add(DeviceTask &task)
{
/* Load texture info. */
load_texture_info();
/* split task into smaller ones */
list<DeviceTask> tasks;
if (task.type == DeviceTask::SHADER)
task.split(tasks, info.cpu_threads, 256);
else
task.split(tasks, info.cpu_threads);
foreach (DeviceTask &task, tasks)
task_pool.push(new CPUDeviceTask(this, task));
}
示例8: task_add
void task_add(DeviceTask& task)
{
task_pool.push(new OpenCLDeviceTask(this, task));
}