//----------------------------------------------------------------------- // ----------------------------------------------------------------------- // file="MatrixParallel.AwaitingQueue" // Project: StgSharp // AuthorGroup: Nitload // Copyright (c) Nitload. All rights reserved. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. // // ----------------------------------------------------------------------- // ----------------------------------------------------------------------- using System; using System.Collections.Concurrent; using System.Collections.Generic; using System.Linq; using System.Runtime.CompilerServices; using System.Text; using System.Threading.Tasks; namespace StgSharp.Mathematics.Numeric { public static partial class MatrixParallel { /* * Because caller of this class has its own sync object * this queue will use no sync object internally. */ private class AwaitingQueue { private Element _quickElements = new(); private volatile int _count; private readonly Queue _fallback = []; public AwaitingQueue() { } public void Enqueue( WaitHandle handle ) { if (_count > 7) { _fallback.Enqueue(handle); _ = Interlocked.Increment(ref _count); return; } _quickElements[_count] = handle; _ = Interlocked.Increment(ref _count); } public bool TryDequeue( int generation, out WaitHandle handle ) { if (_count == 0) { handle = null!; return false; } for (int i = 0; i < _count; i++) { _quickElements[i].UpdatePriority(generation); } Element.Sort(ref _quickElements); handle = _quickElements[0]; _count--; _quickElements[0] = default!; if (_count > 7) { _ = _fallback.TryDequeue(out _quickElements[0]!); } return true; } public bool TryPeek( int generation, out WaitHandle handle ) { if (_count == 0) { handle = null!; return false; } for (int i = 0; i < _count; i++) { _quickElements[i].UpdatePriority(generation); } Element.Sort(ref _quickElements); handle = _quickElements[0]; return true; } public bool TryPopIfRefEqual( int generation, in WaitHandle handle ) { if (_count == 0) { return false; } for (int i = 0; i < _count; i++) { _quickElements[i].UpdatePriority(generation); } Element.Sort(ref _quickElements); if (!ReferenceEquals(_quickElements[0], handle)) { return false; } _count--; _quickElements[0] = null!; if (_count > 7) { _ = _fallback.TryDequeue(out _quickElements[0]!); } return true; } } [InlineArray(8)] private struct Element { private WaitHandle value; public static void Sort( ref Element e ) { int maxIdx = 0; WaitHandle first = e[0]; int maxPr = first?.Priority ?? int.MinValue; for (int i = 1; i < 8; i++) { WaitHandle cur = e[i]; int p = cur?.Priority ?? int.MinValue; if (p > maxPr) { maxPr = p; maxIdx = i; } } if (maxIdx != 0) { (e[0], e[maxIdx]) = (e[maxIdx], e[0]); } } } } }