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* Fixed license * Update all licenses * Update Dangerfile for new license * Update already updated licenses * Closer… * Closer… * Closer… * Closer… * Closer… * Closer… * Closer… * Closer… * Closer… * Closer… * Closer…
42 lines
1.5 KiB
Objective-C
42 lines
1.5 KiB
Objective-C
//
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// ASDispatch.h
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// Texture
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//
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// Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
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// This source code is licensed under the BSD-style license found in the
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// LICENSE file in the /ASDK-Licenses directory of this source tree. An additional
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// grant of patent rights can be found in the PATENTS file in the same directory.
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//
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// Modifications to this file made after 4/13/2017 are: Copyright (c) 2017-present,
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// Pinterest, Inc. Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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#import <Foundation/Foundation.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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static void ASDispatchApply(size_t iterationCount, dispatch_queue_t queue, NSUInteger threadCount, 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 size_t trueI = 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 = __sync_fetch_and_add(&trueI, 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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