// // ASDispatch.h // Texture // // Copyright (c) 2014-present, Facebook, Inc. All rights reserved. // This source code is licensed under the BSD-style license found in the // LICENSE file in the /ASDK-Licenses directory of this source tree. An additional // grant of patent rights can be found in the PATENTS file in the same directory. // // Modifications to this file made after 4/13/2017 are: Copyright (c) 2017-present, // Pinterest, Inc. 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 // #import #import /** * Like dispatch_apply, but you can set the thread count. 0 means 2*active CPUs. * * Note: The actual number of threads may be lower than threadCount, if libdispatch * decides the system can't handle it. In reality this rarely happens. */ static void ASDispatchApply(size_t iterationCount, dispatch_queue_t queue, NSUInteger threadCount, NS_NOESCAPE void(^work)(size_t i)) { if (threadCount == 0) { threadCount = NSProcessInfo.processInfo.activeProcessorCount * 2; } dispatch_group_t group = dispatch_group_create(); // HACK: This is a workaround for mm files that include this in Clang4.0 // Omitting ATOMIC_VAR_INIT is okay in this case because the current // expansion of that macro no-ops. // TODO: Move this implementation into a m file so it's not compiled in C++ // See: https://github.com/TextureGroup/Texture/pull/426 __block atomic_size_t counter = 0; for (NSUInteger t = 0; t < threadCount; t++) { dispatch_group_async(group, queue, ^{ size_t i; while ((i = atomic_fetch_add(&counter, 1)) < iterationCount) { work(i); } }); } dispatch_group_wait(group, DISPATCH_TIME_FOREVER); };