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* [License] Simplify the Texture license to be pure Apache 2 (removing ASDK-Licenses) With permission of the Facebook Open Source team, we are simplifying the Texture license so that clients can rely on the Apache 2 terms that most of Texture is already covered by. This means that code originally forked from AsyncDisplayKit will be re-licensed from "BSD 3-clause + PATENTS v2" to Apache 2 without a PATENTS file. After getting confirmation that the updates to these core files look good, we'll propagate this new license header to all files (in this same PR) and get sign-off from all parties before landing. * [License] Update all Texture source files to be pure Apache 2. * Changelog entry for Apache 2 license update. * Revert "[License] Update all Texture source files to be pure Apache 2." This reverts commit ffa0fbbba9717d871dd16c4b07539f2f8208fc2b. * [License] Update all Texture source files to be pure Apache 2, maintaining copyrights. * [License] Update CONTRIBUTING, README, Podspec & Dangerfile.
56 lines
1.8 KiB
Objective-C
56 lines
1.8 KiB
Objective-C
//
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// ASDispatch.m
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// Texture
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//
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// Copyright (c) Pinterest, Inc. All rights reserved.
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// Licensed under Apache 2.0: http://www.apache.org/licenses/LICENSE-2.0
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//
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#import <AsyncDisplayKit/ASDispatch.h>
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#import <stdatomic.h>
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/**
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* Like dispatch_apply, but you can set the thread count. 0 means 2*active CPUs.
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*
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* Note: The actual number of threads may be lower than threadCount, if libdispatch
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* decides the system can't handle it. In reality this rarely happens.
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*/
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void ASDispatchApply(size_t iterationCount, dispatch_queue_t queue, NSUInteger threadCount, NS_NOESCAPE void(^work)(size_t i)) {
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if (threadCount == 0) {
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threadCount = NSProcessInfo.processInfo.activeProcessorCount * 2;
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}
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dispatch_group_t group = dispatch_group_create();
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__block atomic_size_t counter = ATOMIC_VAR_INIT(0);
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for (NSUInteger t = 0; t < threadCount; t++) {
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dispatch_group_async(group, queue, ^{
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size_t i;
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while ((i = atomic_fetch_add(&counter, 1)) < iterationCount) {
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work(i);
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}
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});
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}
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dispatch_group_wait(group, DISPATCH_TIME_FOREVER);
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};
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/**
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* Like dispatch_async, but you can set the thread count. 0 means 2*active CPUs.
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*
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* Note: The actual number of threads may be lower than threadCount, if libdispatch
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* decides the system can't handle it. In reality this rarely happens.
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*/
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void ASDispatchAsync(size_t iterationCount, dispatch_queue_t queue, NSUInteger threadCount, NS_NOESCAPE void(^work)(size_t i)) {
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if (threadCount == 0) {
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threadCount = NSProcessInfo.processInfo.activeProcessorCount * 2;
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}
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__block atomic_size_t counter = ATOMIC_VAR_INIT(0);
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for (NSUInteger t = 0; t < threadCount; t++) {
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dispatch_async(queue, ^{
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size_t i;
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while ((i = atomic_fetch_add(&counter, 1)) < iterationCount) {
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work(i);
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}
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});
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}
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};
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