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// Copyright Epic Games, Inc. All Rights Reserved.
#include "iothreadpool.h"
#include <zencore/except.h>
#if ZEN_PLATFORM_WINDOWS
namespace zen {
WinIoThreadPool::WinIoThreadPool(int InThreadCount, int InMaxThreadCount)
{
ZEN_ASSERT(InThreadCount);
if (InMaxThreadCount < InThreadCount)
{
InMaxThreadCount = InThreadCount;
}
m_ThreadPool = CreateThreadpool(NULL);
SetThreadpoolThreadMinimum(m_ThreadPool, InThreadCount);
SetThreadpoolThreadMaximum(m_ThreadPool, InMaxThreadCount);
InitializeThreadpoolEnvironment(&m_CallbackEnvironment);
m_CleanupGroup = CreateThreadpoolCleanupGroup();
SetThreadpoolCallbackPool(&m_CallbackEnvironment, m_ThreadPool);
SetThreadpoolCallbackCleanupGroup(&m_CallbackEnvironment, m_CleanupGroup, NULL);
}
WinIoThreadPool::~WinIoThreadPool()
{
// this will wait for all callbacks to complete and tear down the `CreateThreadpoolIo`
// object and release all related objects
CloseThreadpoolCleanupGroupMembers(m_CleanupGroup, /* cancel pending callbacks */ TRUE, nullptr);
CloseThreadpoolCleanupGroup(m_CleanupGroup);
CloseThreadpool(m_ThreadPool);
DestroyThreadpoolEnvironment(&m_CallbackEnvironment);
}
void
WinIoThreadPool::CreateIocp(HANDLE IoHandle, PTP_WIN32_IO_CALLBACK Callback, void* Context, std::error_code& ErrorCode)
{
ZEN_ASSERT(!m_ThreadPoolIo);
m_ThreadPoolIo = CreateThreadpoolIo(IoHandle, Callback, Context, &m_CallbackEnvironment);
if (!m_ThreadPoolIo)
{
ErrorCode = MakeErrorCodeFromLastError();
}
}
} // namespace zen
#endif
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