I currently have a program with x workers in my threadpool. During the main loop y tasks are assigned to the workers to complete, but after the tasks are sent out I must wait for all tasks for finish before preceding with the program. I believe my current solution is inefficient, there must be a better way to wait for all tasks to finish but I am not sure how to go about this
// called in main after all tasks are enqueued to
// std::deque<std::function<void()>> tasks
void ThreadPool::waitFinished()
{
while(!tasks.empty()) //check if there are any tasks in queue waiting to be picked up
{
//do literally nothing
}
}
More information:
threadpool structure
//worker thread objects
class Worker {
public:
Worker(ThreadPool& s): pool(s) {}
void operator()();
private:
ThreadPool &pool;
};
//thread pool
class ThreadPool {
public:
ThreadPool(size_t);
template<class F>
void enqueue(F f);
void waitFinished();
~ThreadPool();
private:
friend class Worker;
//keeps track of threads so we can join
std::vector< std::thread > workers;
//task queue
std::deque< std::function<void()> > tasks;
//sync
std::mutex queue_mutex;
std::condition_variable condition;
bool stop;
};
or here's a gist of my threadpool.hpp
example of what I want to use waitFinished()
for:
while(running)
//....
for all particles alive
push particle position function to threadpool
end for
threadPool.waitFinished();
push new particle position data into openGL buffer
end while
so this way I can send hundrends of thousands of particle position tasks to be done in parallel, wait for them to finish and put the new data inside the openGL position buffers