enkiTS - Enki Task Scheduler - is a permissively licensed task scheduler for creating multithreaded programs with C++ and C++11 implementations and an optional C interface.
enkiTS is used in our game, Avoyd.
Doug Binks - 05 Sep 2015
This is the second in a series of articles detailing the inner workings and evolution of the permissively open source multithreading task scheduler enkiTS for C and C++ (including C++ 11). In the first article of this series I covered the external interfaces and their implementation. This post will cover the task threading function, running tasks, and waiting for tasks.
Figure 1: Screenshot of Avoyd being profiled with microprofile and ImGui integration available in enkiTSExamples. Solid bars above named tasks show when threads are active - the wait functionality allows the core to idle or other threads to run.
Doug Binks - 22 Aug 2015 - edited 27 Aug 2015
This is the first in a series of articles detailing the inner workings and evolution of the permissively open source multithreading task scheduler enkiTS for C and C++ (including C++ 11).
enkiTS - Code and basic examples for the task scheduler described this article.
If you're writing a compute intensive programming task on consumer hardware, and you want to use as much of the systems resources as possible, then you'll need to consider multithreading on the CPU. There are a number of ways to approach this, but the current gold standard approach for developers who want both simplicity and control is a task scheduler which can handle data-parallelism (in the games industry a task is often referred to as a job). Task parallelism allows you to run different types of computation at the same time, whilst data-parallelism enables you to run the same computation over a set of data across different threads at the same time. Note that I won't consider Single Instruction Multiple Data (SIMD) parallelism here, but if you're doing computations you probably should. Additionally, I won't cover multithreading methods for handling large latency, such as waiting on hard disk or socket transactions.