feat: add JobSystem

This commit is contained in:
2026-10-24 00:59:22 +02:00
parent b798ed0378
commit 9c5a97cfbd
7 changed files with 502 additions and 1 deletions
+2
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@@ -134,6 +134,8 @@ set(SRC_FILES
"src/Util/DeltaTime.cpp" "src/Util/DeltaTime.cpp"
"src/Util/ImGuiUtils.cpp" "src/Util/ImGuiUtils.cpp"
"src/Threading/JobSystem.cpp"
"src/Physics/PhysicsWorld.cpp" "src/Physics/PhysicsWorld.cpp"
"src/Physics/PhysicsSceneBridge.cpp" "src/Physics/PhysicsSceneBridge.cpp"
"src/Physics/JoltPhysicsWorld.cpp" "src/Physics/JoltPhysicsWorld.cpp"
@@ -0,0 +1,95 @@
#ifndef DESTRUM_JOBSYSTEM_H
#define DESTRUM_JOBSYSTEM_H
#include <atomic>
#include <condition_variable>
#include <cstdint>
#include <deque>
#include <functional>
#include <future>
#include <memory>
#include <mutex>
#include <thread>
#include <type_traits>
#include <vector>
#include <destrum/Singleton.h>
enum class JobPriority {
High,
Low,
};
class JobCounter {
public:
JobCounter() = default;
JobCounter(const JobCounter&) = delete;
JobCounter& operator=(const JobCounter&) = delete;
[[nodiscard]] bool IsDone() const { return m_Pending.load(std::memory_order_acquire) == 0; }
private:
friend class JobSystem;
std::atomic<int> m_Pending{0};
};
struct JobDispatchArgs {
std::uint32_t index{0};
std::uint32_t groupIndex{0};
};
class JobSystem final : public Singleton<JobSystem> {
public:
friend class Singleton<JobSystem>;
using Job = std::function<void()>;
~JobSystem() override;
// 0 workers picks hardware_concurrency - 1
void Init(std::uint32_t workerCount = 0);
void Shutdown();
[[nodiscard]] bool IsRunning() const { return !m_Workers.empty(); }
[[nodiscard]] std::uint32_t GetWorkerCount() const { return static_cast<std::uint32_t>(m_Workers.size()); }
void Execute(JobCounter& counter, Job job, JobPriority priority = JobPriority::High);
void Dispatch(JobCounter& counter, std::uint32_t count, std::uint32_t groupSize,
std::function<void(JobDispatchArgs)> job);
void Wait(JobCounter& counter);
template <typename F>
auto Async(F&& fn) -> std::future<std::invoke_result_t<std::decay_t<F>>>
{
using Result = std::invoke_result_t<std::decay_t<F>>;
auto task = std::make_shared<std::packaged_task<Result()>>(std::forward<F>(fn));
auto future = task->get_future();
Submit([task] { (*task)(); }, JobPriority::Low);
return future;
}
void RunOnMainThread(Job job);
void DrainMainThreadQueue();
private:
JobSystem() = default;
void Submit(Job job, JobPriority priority);
bool TryPopLocked(Job& job, bool& isLow);
[[nodiscard]] bool CanTakeLowLocked() const;
bool TryRunHighJob();
void WorkerLoop(std::uint32_t index);
std::vector<std::thread> m_Workers;
std::mutex m_Mutex;
std::condition_variable m_WorkAvailable;
std::deque<Job> m_HighQueue;
std::deque<Job> m_LowQueue;
std::uint32_t m_ActiveLowJobs{0};
std::uint32_t m_MaxActiveLowJobs{1};
bool m_Stopping{false};
std::mutex m_MainThreadMutex;
std::vector<Job> m_MainThreadQueue;
};
#endif // DESTRUM_JOBSYSTEM_H
+4
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@@ -16,6 +16,7 @@
#include <destrum/Scene/ResourceCollector.h> #include <destrum/Scene/ResourceCollector.h>
#include <destrum/Scene/Scene.h> #include <destrum/Scene/Scene.h>
#include <destrum/Scene/SceneManager.h> #include <destrum/Scene/SceneManager.h>
#include <destrum/Threading/JobSystem.h>
#include <destrum/Util/DeltaTime.h> #include <destrum/Util/DeltaTime.h>
namespace { namespace {
@@ -60,6 +61,7 @@ void App::init(const AppParams& params)
tracy::SetThreadName("Main Thread"); tracy::SetThreadName("Main Thread");
TracySetProgramName(params.appName.c_str()); TracySetProgramName(params.appName.c_str());
AssetFS::GetInstance().Init(params.exeDir); AssetFS::GetInstance().Init(params.exeDir);
JobSystem::GetInstance().Init();
window.Create({ window.Create({
.title = params.windowTitle, .title = params.windowTitle,
@@ -171,6 +173,7 @@ void App::run()
continue; continue;
} }
JobSystem::GetInstance().DrainMainThreadQueue();
if (layer) { if (layer) {
layer->onBeginFrame(); layer->onBeginFrame();
} }
@@ -386,6 +389,7 @@ void App::cleanup()
// The one place we wait for the GPU on shutdown: the cleanup calls below destroy // The one place we wait for the GPU on shutdown: the cleanup calls below destroy
// pipelines and other objects directly, which is only valid once nothing is in flight. // pipelines and other objects directly, which is only valid once nothing is in flight.
attempt([this] { gfxDevice.waitIdle(); }); attempt([this] { gfxDevice.waitIdle(); });
attempt([] { JobSystem::GetInstance().Shutdown(); });
attempt([this] { attempt([this] {
if (layer) { if (layer) {
+230
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@@ -0,0 +1,230 @@
#include <destrum/Threading/JobSystem.h>
#include <algorithm>
#include <exception>
#include <string>
#include <spdlog/spdlog.h>
#include <tracy/Tracy.hpp>
#include <common/TracySystem.hpp>
JobSystem::~JobSystem()
{
try {
Shutdown();
} catch (...) {
}
}
void JobSystem::Init(std::uint32_t workerCount)
{
if (IsRunning()) {
return;
}
if (workerCount == 0) {
const std::uint32_t hardwareThreads = std::thread::hardware_concurrency();
workerCount = std::max<std::uint32_t>(1, hardwareThreads > 1 ? hardwareThreads - 1 : 1);
}
m_Stopping = false;
m_MaxActiveLowJobs = std::max<std::uint32_t>(1, workerCount / 2);
m_Workers.reserve(workerCount);
for (std::uint32_t i = 0; i < workerCount; ++i) {
m_Workers.emplace_back([this, i] { WorkerLoop(i); });
}
spdlog::info("JobSystem started with {} workers", workerCount);
}
void JobSystem::Shutdown()
{
if (!IsRunning()) {
return;
}
{
std::lock_guard lock(m_Mutex);
m_Stopping = true;
}
m_WorkAvailable.notify_all();
for (std::thread& worker : m_Workers) {
if (worker.joinable()) {
worker.join();
}
}
m_Workers.clear();
{
std::lock_guard lock(m_Mutex);
m_HighQueue.clear();
m_LowQueue.clear();
m_ActiveLowJobs = 0;
m_Stopping = false;
}
{
std::lock_guard lock(m_MainThreadMutex);
m_MainThreadQueue.clear();
}
}
void JobSystem::Execute(JobCounter& counter, Job job, JobPriority priority)
{
counter.m_Pending.fetch_add(1, std::memory_order_relaxed);
Submit([&counter, job = std::move(job)] {
try {
job();
} catch (const std::exception& e) {
spdlog::error("Job threw: {}", e.what());
} catch (...) {
spdlog::error("Job threw an unknown exception");
}
counter.m_Pending.fetch_sub(1, std::memory_order_release);
}, priority);
}
void JobSystem::Dispatch(JobCounter& counter, std::uint32_t count, std::uint32_t groupSize,
std::function<void(JobDispatchArgs)> job)
{
if (count == 0) {
return;
}
groupSize = std::max<std::uint32_t>(1, groupSize);
auto shared = std::make_shared<std::function<void(JobDispatchArgs)>>(std::move(job));
const std::uint32_t groupCount = (count + groupSize - 1) / groupSize;
for (std::uint32_t group = 0; group < groupCount; ++group) {
Execute(counter, [shared, group, groupSize, count] {
const std::uint32_t begin = group * groupSize;
const std::uint32_t end = std::min(begin + groupSize, count);
for (std::uint32_t i = begin; i < end; ++i) {
(*shared)(JobDispatchArgs{.index = i, .groupIndex = group});
}
});
}
}
void JobSystem::Wait(JobCounter& counter)
{
ZoneScopedN("JobSystem::Wait");
while (!counter.IsDone()) {
if (!TryRunHighJob()) {
std::this_thread::yield();
}
}
}
void JobSystem::RunOnMainThread(Job job)
{
std::lock_guard lock(m_MainThreadMutex);
m_MainThreadQueue.push_back(std::move(job));
}
void JobSystem::DrainMainThreadQueue()
{
ZoneScopedN("JobSystem::DrainMainThreadQueue");
std::vector<Job> jobs;
{
std::lock_guard lock(m_MainThreadMutex);
jobs.swap(m_MainThreadQueue);
}
for (Job& job : jobs) {
try {
job();
} catch (const std::exception& e) {
spdlog::error("Main thread job threw: {}", e.what());
} catch (...) {
spdlog::error("Main thread job threw an unknown exception");
}
}
}
void JobSystem::Submit(Job job, JobPriority priority)
{
if (!IsRunning()) {
job();
return;
}
{
std::lock_guard lock(m_Mutex);
if (priority == JobPriority::High) {
m_HighQueue.push_back(std::move(job));
} else {
m_LowQueue.push_back(std::move(job));
}
}
m_WorkAvailable.notify_one();
}
bool JobSystem::CanTakeLowLocked() const
{
return !m_LowQueue.empty() && (m_Stopping || m_ActiveLowJobs < m_MaxActiveLowJobs);
}
bool JobSystem::TryPopLocked(Job& job, bool& isLow)
{
if (!m_HighQueue.empty()) {
job = std::move(m_HighQueue.front());
m_HighQueue.pop_front();
isLow = false;
return true;
}
if (CanTakeLowLocked()) {
job = std::move(m_LowQueue.front());
m_LowQueue.pop_front();
++m_ActiveLowJobs;
isLow = true;
return true;
}
return false;
}
bool JobSystem::TryRunHighJob()
{
Job job;
{
std::lock_guard lock(m_Mutex);
if (m_HighQueue.empty()) {
return false;
}
job = std::move(m_HighQueue.front());
m_HighQueue.pop_front();
}
job();
return true;
}
void JobSystem::WorkerLoop(std::uint32_t index)
{
const std::string name = "Job Worker " + std::to_string(index);
tracy::SetThreadName(name.c_str());
for (;;) {
Job job;
bool isLow = false;
{
std::unique_lock lock(m_Mutex);
m_WorkAvailable.wait(lock, [this] {
return m_Stopping || !m_HighQueue.empty() || CanTakeLowLocked();
});
if (!TryPopLocked(job, isLow)) {
return;
}
}
{
ZoneScopedN("Job");
job();
}
if (isLow) {
{
std::lock_guard lock(m_Mutex);
--m_ActiveLowJobs;
}
m_WorkAvailable.notify_one();
}
}
}
+2 -1
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@@ -10,6 +10,7 @@ add_executable(destrum_tests
gameplay_tests.cpp gameplay_tests.cpp
editor_tests.cpp editor_tests.cpp
audio_tests.cpp audio_tests.cpp
jobs_tests.cpp
${CMAKE_SOURCE_DIR}/lightkeeper/src/components/Activatable.cpp ${CMAKE_SOURCE_DIR}/lightkeeper/src/components/Activatable.cpp
${CMAKE_SOURCE_DIR}/lightkeeper/src/components/Interactable.cpp ${CMAKE_SOURCE_DIR}/lightkeeper/src/components/Interactable.cpp
${CMAKE_SOURCE_DIR}/lightkeeper/src/components/InteractableButton.cpp ${CMAKE_SOURCE_DIR}/lightkeeper/src/components/InteractableButton.cpp
@@ -38,6 +39,6 @@ target_link_libraries(destrum_tests PRIVATE destrum::destrum destrum::editor)
destrum_enable_warnings(destrum_tests) destrum_enable_warnings(destrum_tests)
destrum_copy_runtime_dlls(destrum_tests) destrum_copy_runtime_dlls(destrum_tests)
foreach(suite core serialization physics assets graphics ui gameplay editor audio) foreach(suite core serialization physics assets graphics ui gameplay editor audio jobs)
add_test(NAME destrum_tests.${suite} COMMAND destrum_tests ${suite}) add_test(NAME destrum_tests.${suite} COMMAND destrum_tests ${suite})
endforeach() endforeach()
+167
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@@ -0,0 +1,167 @@
#include <atomic>
#include <chrono>
#include <stdexcept>
#include <thread>
#include <vector>
#include <destrum/Threading/JobSystem.h>
#include "TestUtils.h"
using namespace test;
namespace {
JobSystem& Jobs() { return JobSystem::GetInstance(); }
void testExecuteAndWait()
{
Jobs().Init(4);
JobCounter counter;
std::atomic<int> sum{0};
for (int i = 1; i <= 100; ++i) {
Jobs().Execute(counter, [&sum, i] { sum += i; });
}
Jobs().Wait(counter);
check(counter.IsDone(), "counter should be done after Wait");
check(sum == 5050, "every executed job should run before Wait returns");
Jobs().Shutdown();
}
void testDispatchCoversEveryIndexOnce()
{
Jobs().Init(4);
constexpr std::uint32_t count = 1003;
std::vector<std::atomic<int>> hits(count);
JobCounter counter;
Jobs().Dispatch(counter, count, 64, [&hits](JobDispatchArgs args) {
check(args.groupIndex == args.index / 64, "group index should match the index range");
++hits[args.index];
});
Jobs().Wait(counter);
for (const auto& hit : hits) {
check(hit == 1, "Dispatch should visit each index exactly once");
}
Jobs().Shutdown();
}
void testNestedWaitDoesNotDeadlock()
{
Jobs().Init(2);
JobCounter outer;
std::atomic<int> innerRuns{0};
for (int i = 0; i < 8; ++i) {
Jobs().Execute(outer, [&innerRuns] {
JobCounter inner;
for (int j = 0; j < 8; ++j) {
Jobs().Execute(inner, [&innerRuns] { ++innerRuns; });
}
Jobs().Wait(inner);
});
}
Jobs().Wait(outer);
check(innerRuns == 64, "nested jobs should all run");
Jobs().Shutdown();
}
void testBlockedLowJobDoesNotStallHigh()
{
Jobs().Init(2);
std::atomic<bool> release{false};
auto blocker = Jobs().Async([&release] {
while (!release) {
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
return 7;
});
JobCounter counter;
std::atomic<int> runs{0};
Jobs().Dispatch(counter, 32, 4, [&runs](JobDispatchArgs) { ++runs; });
Jobs().Wait(counter);
check(runs == 32, "high jobs should finish while a low job is blocked");
release = true;
check(blocker.get() == 7, "Async should return the job result");
Jobs().Shutdown();
}
void testAsyncRethrows()
{
Jobs().Init(2);
auto future = Jobs().Async([]() -> int { throw std::runtime_error("boom"); });
bool threw = false;
try {
(void)future.get();
} catch (const std::runtime_error&) {
threw = true;
}
check(threw, "Async should rethrow the job's exception on get");
JobCounter counter;
Jobs().Execute(counter, [] { throw std::runtime_error("logged"); });
Jobs().Wait(counter);
check(counter.IsDone(), "a throwing job should still complete its counter");
Jobs().Shutdown();
}
void testMainThreadQueue()
{
Jobs().Init(2);
const auto mainId = std::this_thread::get_id();
std::vector<int> order;
bool onMain = true;
JobCounter counter;
Jobs().Execute(counter, [&] {
for (int i = 0; i < 5; ++i) {
Jobs().RunOnMainThread([&, i] {
order.push_back(i);
onMain = onMain && std::this_thread::get_id() == mainId;
});
}
});
Jobs().Wait(counter);
check(order.empty(), "main thread jobs should wait for the drain");
Jobs().DrainMainThreadQueue();
check(order == std::vector<int>{0, 1, 2, 3, 4}, "main thread jobs should run in submission order");
check(onMain, "main thread jobs should run on the draining thread");
Jobs().Shutdown();
}
void testShutdownDrainsPendingJobs()
{
Jobs().Init(1);
std::atomic<int> runs{0};
std::vector<std::future<void>> futures;
for (int i = 0; i < 50; ++i) {
futures.push_back(Jobs().Async([&runs] { ++runs; }));
}
Jobs().Shutdown();
Jobs().Shutdown();
check(runs == 50, "Shutdown should finish queued jobs");
check(!Jobs().IsRunning(), "job system should be stopped");
}
void testRunsInlineWhenStopped()
{
check(!Jobs().IsRunning(), "job system should start stopped");
JobCounter counter;
int value = 0;
Jobs().Execute(counter, [&value] { value = 3; });
check(value == 3 && counter.IsDone(), "jobs should run inline without workers");
check(Jobs().Async([] { return 5; }).get() == 5, "Async should run inline without workers");
}
}
void RunJobsTests()
{
testRunsInlineWhenStopped();
testExecuteAndWait();
testDispatchCoversEveryIndexOnce();
testNestedWaitDoesNotDeadlock();
testBlockedLowJobDoesNotStallHigh();
testAsyncRethrows();
testMainThreadQueue();
testShutdownDrainsPendingJobs();
}
+2
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@@ -11,6 +11,7 @@ void RunUiTests();
void RunGameplayTests(); void RunGameplayTests();
void RunEditorTests(); void RunEditorTests();
void RunAudioTests(); void RunAudioTests();
void RunJobsTests();
namespace { namespace {
struct Suite { struct Suite {
@@ -28,6 +29,7 @@ namespace {
{"gameplay", RunGameplayTests}, {"gameplay", RunGameplayTests},
{"editor", RunEditorTests}, {"editor", RunEditorTests},
{"audio", RunAudioTests}, {"audio", RunAudioTests},
{"jobs", RunJobsTests},
}; };
} }