From 1b6a04ca5504955c571d1c97504fb45ea0befee4 Mon Sep 17 00:00:00 2001 From: Valentin Popov Date: Mon, 8 Jan 2024 01:21:28 +0400 Subject: Initial vendor packages Signed-off-by: Valentin Popov --- vendor/rayon-core/src/sleep/mod.rs | 325 +++++++++++++++++++++++++++++++++++++ 1 file changed, 325 insertions(+) create mode 100644 vendor/rayon-core/src/sleep/mod.rs (limited to 'vendor/rayon-core/src/sleep/mod.rs') diff --git a/vendor/rayon-core/src/sleep/mod.rs b/vendor/rayon-core/src/sleep/mod.rs new file mode 100644 index 0000000..03d1077 --- /dev/null +++ b/vendor/rayon-core/src/sleep/mod.rs @@ -0,0 +1,325 @@ +//! Code that decides when workers should go to sleep. See README.md +//! for an overview. + +use crate::latch::CoreLatch; +use crossbeam_utils::CachePadded; +use std::sync::atomic::Ordering; +use std::sync::{Condvar, Mutex}; +use std::thread; +use std::usize; + +mod counters; +pub(crate) use self::counters::THREADS_MAX; +use self::counters::{AtomicCounters, JobsEventCounter}; + +/// The `Sleep` struct is embedded into each registry. It governs the waking and sleeping +/// of workers. It has callbacks that are invoked periodically at significant events, +/// such as when workers are looping and looking for work, when latches are set, or when +/// jobs are published, and it either blocks threads or wakes them in response to these +/// events. See the [`README.md`] in this module for more details. +/// +/// [`README.md`] README.md +pub(super) struct Sleep { + /// One "sleep state" per worker. Used to track if a worker is sleeping and to have + /// them block. + worker_sleep_states: Vec>, + + counters: AtomicCounters, +} + +/// An instance of this struct is created when a thread becomes idle. +/// It is consumed when the thread finds work, and passed by `&mut` +/// reference for operations that preserve the idle state. (In other +/// words, producing one of these structs is evidence the thread is +/// idle.) It tracks state such as how long the thread has been idle. +pub(super) struct IdleState { + /// What is worker index of the idle thread? + worker_index: usize, + + /// How many rounds have we been circling without sleeping? + rounds: u32, + + /// Once we become sleepy, what was the sleepy counter value? + /// Set to `INVALID_SLEEPY_COUNTER` otherwise. + jobs_counter: JobsEventCounter, +} + +/// The "sleep state" for an individual worker. +#[derive(Default)] +struct WorkerSleepState { + /// Set to true when the worker goes to sleep; set to false when + /// the worker is notified or when it wakes. + is_blocked: Mutex, + + condvar: Condvar, +} + +const ROUNDS_UNTIL_SLEEPY: u32 = 32; +const ROUNDS_UNTIL_SLEEPING: u32 = ROUNDS_UNTIL_SLEEPY + 1; + +impl Sleep { + pub(super) fn new(n_threads: usize) -> Sleep { + assert!(n_threads <= THREADS_MAX); + Sleep { + worker_sleep_states: (0..n_threads).map(|_| Default::default()).collect(), + counters: AtomicCounters::new(), + } + } + + #[inline] + pub(super) fn start_looking(&self, worker_index: usize) -> IdleState { + self.counters.add_inactive_thread(); + + IdleState { + worker_index, + rounds: 0, + jobs_counter: JobsEventCounter::DUMMY, + } + } + + #[inline] + pub(super) fn work_found(&self) { + // If we were the last idle thread and other threads are still sleeping, + // then we should wake up another thread. + let threads_to_wake = self.counters.sub_inactive_thread(); + self.wake_any_threads(threads_to_wake as u32); + } + + #[inline] + pub(super) fn no_work_found( + &self, + idle_state: &mut IdleState, + latch: &CoreLatch, + has_injected_jobs: impl FnOnce() -> bool, + ) { + if idle_state.rounds < ROUNDS_UNTIL_SLEEPY { + thread::yield_now(); + idle_state.rounds += 1; + } else if idle_state.rounds == ROUNDS_UNTIL_SLEEPY { + idle_state.jobs_counter = self.announce_sleepy(); + idle_state.rounds += 1; + thread::yield_now(); + } else if idle_state.rounds < ROUNDS_UNTIL_SLEEPING { + idle_state.rounds += 1; + thread::yield_now(); + } else { + debug_assert_eq!(idle_state.rounds, ROUNDS_UNTIL_SLEEPING); + self.sleep(idle_state, latch, has_injected_jobs); + } + } + + #[cold] + fn announce_sleepy(&self) -> JobsEventCounter { + self.counters + .increment_jobs_event_counter_if(JobsEventCounter::is_active) + .jobs_counter() + } + + #[cold] + fn sleep( + &self, + idle_state: &mut IdleState, + latch: &CoreLatch, + has_injected_jobs: impl FnOnce() -> bool, + ) { + let worker_index = idle_state.worker_index; + + if !latch.get_sleepy() { + return; + } + + let sleep_state = &self.worker_sleep_states[worker_index]; + let mut is_blocked = sleep_state.is_blocked.lock().unwrap(); + debug_assert!(!*is_blocked); + + // Our latch was signalled. We should wake back up fully as we + // will have some stuff to do. + if !latch.fall_asleep() { + idle_state.wake_fully(); + return; + } + + loop { + let counters = self.counters.load(Ordering::SeqCst); + + // Check if the JEC has changed since we got sleepy. + debug_assert!(idle_state.jobs_counter.is_sleepy()); + if counters.jobs_counter() != idle_state.jobs_counter { + // JEC has changed, so a new job was posted, but for some reason + // we didn't see it. We should return to just before the SLEEPY + // state so we can do another search and (if we fail to find + // work) go back to sleep. + idle_state.wake_partly(); + latch.wake_up(); + return; + } + + // Otherwise, let's move from IDLE to SLEEPING. + if self.counters.try_add_sleeping_thread(counters) { + break; + } + } + + // Successfully registered as asleep. + + // We have one last check for injected jobs to do. This protects against + // deadlock in the very unlikely event that + // + // - an external job is being injected while we are sleepy + // - that job triggers the rollover over the JEC such that we don't see it + // - we are the last active worker thread + std::sync::atomic::fence(Ordering::SeqCst); + if has_injected_jobs() { + // If we see an externally injected job, then we have to 'wake + // ourselves up'. (Ordinarily, `sub_sleeping_thread` is invoked by + // the one that wakes us.) + self.counters.sub_sleeping_thread(); + } else { + // If we don't see an injected job (the normal case), then flag + // ourselves as asleep and wait till we are notified. + // + // (Note that `is_blocked` is held under a mutex and the mutex was + // acquired *before* we incremented the "sleepy counter". This means + // that whomever is coming to wake us will have to wait until we + // release the mutex in the call to `wait`, so they will see this + // boolean as true.) + *is_blocked = true; + while *is_blocked { + is_blocked = sleep_state.condvar.wait(is_blocked).unwrap(); + } + } + + // Update other state: + idle_state.wake_fully(); + latch.wake_up(); + } + + /// Notify the given thread that it should wake up (if it is + /// sleeping). When this method is invoked, we typically know the + /// thread is asleep, though in rare cases it could have been + /// awoken by (e.g.) new work having been posted. + pub(super) fn notify_worker_latch_is_set(&self, target_worker_index: usize) { + self.wake_specific_thread(target_worker_index); + } + + /// Signals that `num_jobs` new jobs were injected into the thread + /// pool from outside. This function will ensure that there are + /// threads available to process them, waking threads from sleep + /// if necessary. + /// + /// # Parameters + /// + /// - `num_jobs` -- lower bound on number of jobs available for stealing. + /// We'll try to get at least one thread per job. + #[inline] + pub(super) fn new_injected_jobs(&self, num_jobs: u32, queue_was_empty: bool) { + // This fence is needed to guarantee that threads + // as they are about to fall asleep, observe any + // new jobs that may have been injected. + std::sync::atomic::fence(Ordering::SeqCst); + + self.new_jobs(num_jobs, queue_was_empty) + } + + /// Signals that `num_jobs` new jobs were pushed onto a thread's + /// local deque. This function will try to ensure that there are + /// threads available to process them, waking threads from sleep + /// if necessary. However, this is not guaranteed: under certain + /// race conditions, the function may fail to wake any new + /// threads; in that case the existing thread should eventually + /// pop the job. + /// + /// # Parameters + /// + /// - `num_jobs` -- lower bound on number of jobs available for stealing. + /// We'll try to get at least one thread per job. + #[inline] + pub(super) fn new_internal_jobs(&self, num_jobs: u32, queue_was_empty: bool) { + self.new_jobs(num_jobs, queue_was_empty) + } + + /// Common helper for `new_injected_jobs` and `new_internal_jobs`. + #[inline] + fn new_jobs(&self, num_jobs: u32, queue_was_empty: bool) { + // Read the counters and -- if sleepy workers have announced themselves + // -- announce that there is now work available. The final value of `counters` + // with which we exit the loop thus corresponds to a state when + let counters = self + .counters + .increment_jobs_event_counter_if(JobsEventCounter::is_sleepy); + let num_awake_but_idle = counters.awake_but_idle_threads(); + let num_sleepers = counters.sleeping_threads(); + + if num_sleepers == 0 { + // nobody to wake + return; + } + + // Promote from u16 to u32 so we can interoperate with + // num_jobs more easily. + let num_awake_but_idle = num_awake_but_idle as u32; + let num_sleepers = num_sleepers as u32; + + // If the queue is non-empty, then we always wake up a worker + // -- clearly the existing idle jobs aren't enough. Otherwise, + // check to see if we have enough idle workers. + if !queue_was_empty { + let num_to_wake = std::cmp::min(num_jobs, num_sleepers); + self.wake_any_threads(num_to_wake); + } else if num_awake_but_idle < num_jobs { + let num_to_wake = std::cmp::min(num_jobs - num_awake_but_idle, num_sleepers); + self.wake_any_threads(num_to_wake); + } + } + + #[cold] + fn wake_any_threads(&self, mut num_to_wake: u32) { + if num_to_wake > 0 { + for i in 0..self.worker_sleep_states.len() { + if self.wake_specific_thread(i) { + num_to_wake -= 1; + if num_to_wake == 0 { + return; + } + } + } + } + } + + fn wake_specific_thread(&self, index: usize) -> bool { + let sleep_state = &self.worker_sleep_states[index]; + + let mut is_blocked = sleep_state.is_blocked.lock().unwrap(); + if *is_blocked { + *is_blocked = false; + sleep_state.condvar.notify_one(); + + // When the thread went to sleep, it will have incremented + // this value. When we wake it, its our job to decrement + // it. We could have the thread do it, but that would + // introduce a delay between when the thread was + // *notified* and when this counter was decremented. That + // might mislead people with new work into thinking that + // there are sleeping threads that they should try to + // wake, when in fact there is nothing left for them to + // do. + self.counters.sub_sleeping_thread(); + + true + } else { + false + } + } +} + +impl IdleState { + fn wake_fully(&mut self) { + self.rounds = 0; + self.jobs_counter = JobsEventCounter::DUMMY; + } + + fn wake_partly(&mut self) { + self.rounds = ROUNDS_UNTIL_SLEEPY; + self.jobs_counter = JobsEventCounter::DUMMY; + } +} -- cgit v1.2.3