1 | //! Code that decides when workers should go to sleep. See README.md |
2 | //! for an overview. |
3 | |
4 | use crate::latch::CoreLatch; |
5 | use crossbeam_utils::CachePadded; |
6 | use std::sync::atomic::Ordering; |
7 | use std::sync::{Condvar, Mutex}; |
8 | use std::thread; |
9 | use std::usize; |
10 | |
11 | mod counters; |
12 | pub(crate) use self::counters::THREADS_MAX; |
13 | use self::counters::{AtomicCounters, JobsEventCounter}; |
14 | |
15 | /// The `Sleep` struct is embedded into each registry. It governs the waking and sleeping |
16 | /// of workers. It has callbacks that are invoked periodically at significant events, |
17 | /// such as when workers are looping and looking for work, when latches are set, or when |
18 | /// jobs are published, and it either blocks threads or wakes them in response to these |
19 | /// events. See the [`README.md`] in this module for more details. |
20 | /// |
21 | /// [`README.md`] README.md |
22 | pub(super) struct Sleep { |
23 | /// One "sleep state" per worker. Used to track if a worker is sleeping and to have |
24 | /// them block. |
25 | worker_sleep_states: Vec<CachePadded<WorkerSleepState>>, |
26 | |
27 | counters: AtomicCounters, |
28 | } |
29 | |
30 | /// An instance of this struct is created when a thread becomes idle. |
31 | /// It is consumed when the thread finds work, and passed by `&mut` |
32 | /// reference for operations that preserve the idle state. (In other |
33 | /// words, producing one of these structs is evidence the thread is |
34 | /// idle.) It tracks state such as how long the thread has been idle. |
35 | pub(super) struct IdleState { |
36 | /// What is worker index of the idle thread? |
37 | worker_index: usize, |
38 | |
39 | /// How many rounds have we been circling without sleeping? |
40 | rounds: u32, |
41 | |
42 | /// Once we become sleepy, what was the sleepy counter value? |
43 | /// Set to `INVALID_SLEEPY_COUNTER` otherwise. |
44 | jobs_counter: JobsEventCounter, |
45 | } |
46 | |
47 | /// The "sleep state" for an individual worker. |
48 | #[derive (Default)] |
49 | struct WorkerSleepState { |
50 | /// Set to true when the worker goes to sleep; set to false when |
51 | /// the worker is notified or when it wakes. |
52 | is_blocked: Mutex<bool>, |
53 | |
54 | condvar: Condvar, |
55 | } |
56 | |
57 | const ROUNDS_UNTIL_SLEEPY: u32 = 32; |
58 | const ROUNDS_UNTIL_SLEEPING: u32 = ROUNDS_UNTIL_SLEEPY + 1; |
59 | |
60 | impl Sleep { |
61 | pub(super) fn new(n_threads: usize) -> Sleep { |
62 | assert!(n_threads <= THREADS_MAX); |
63 | Sleep { |
64 | worker_sleep_states: (0..n_threads).map(|_| Default::default()).collect(), |
65 | counters: AtomicCounters::new(), |
66 | } |
67 | } |
68 | |
69 | #[inline ] |
70 | pub(super) fn start_looking(&self, worker_index: usize) -> IdleState { |
71 | self.counters.add_inactive_thread(); |
72 | |
73 | IdleState { |
74 | worker_index, |
75 | rounds: 0, |
76 | jobs_counter: JobsEventCounter::DUMMY, |
77 | } |
78 | } |
79 | |
80 | #[inline ] |
81 | pub(super) fn work_found(&self) { |
82 | // If we were the last idle thread and other threads are still sleeping, |
83 | // then we should wake up another thread. |
84 | let threads_to_wake = self.counters.sub_inactive_thread(); |
85 | self.wake_any_threads(threads_to_wake as u32); |
86 | } |
87 | |
88 | #[inline ] |
89 | pub(super) fn no_work_found( |
90 | &self, |
91 | idle_state: &mut IdleState, |
92 | latch: &CoreLatch, |
93 | has_injected_jobs: impl FnOnce() -> bool, |
94 | ) { |
95 | if idle_state.rounds < ROUNDS_UNTIL_SLEEPY { |
96 | thread::yield_now(); |
97 | idle_state.rounds += 1; |
98 | } else if idle_state.rounds == ROUNDS_UNTIL_SLEEPY { |
99 | idle_state.jobs_counter = self.announce_sleepy(); |
100 | idle_state.rounds += 1; |
101 | thread::yield_now(); |
102 | } else if idle_state.rounds < ROUNDS_UNTIL_SLEEPING { |
103 | idle_state.rounds += 1; |
104 | thread::yield_now(); |
105 | } else { |
106 | debug_assert_eq!(idle_state.rounds, ROUNDS_UNTIL_SLEEPING); |
107 | self.sleep(idle_state, latch, has_injected_jobs); |
108 | } |
109 | } |
110 | |
111 | #[cold ] |
112 | fn announce_sleepy(&self) -> JobsEventCounter { |
113 | self.counters |
114 | .increment_jobs_event_counter_if(JobsEventCounter::is_active) |
115 | .jobs_counter() |
116 | } |
117 | |
118 | #[cold ] |
119 | fn sleep( |
120 | &self, |
121 | idle_state: &mut IdleState, |
122 | latch: &CoreLatch, |
123 | has_injected_jobs: impl FnOnce() -> bool, |
124 | ) { |
125 | let worker_index = idle_state.worker_index; |
126 | |
127 | if !latch.get_sleepy() { |
128 | return; |
129 | } |
130 | |
131 | let sleep_state = &self.worker_sleep_states[worker_index]; |
132 | let mut is_blocked = sleep_state.is_blocked.lock().unwrap(); |
133 | debug_assert!(!*is_blocked); |
134 | |
135 | // Our latch was signalled. We should wake back up fully as we |
136 | // will have some stuff to do. |
137 | if !latch.fall_asleep() { |
138 | idle_state.wake_fully(); |
139 | return; |
140 | } |
141 | |
142 | loop { |
143 | let counters = self.counters.load(Ordering::SeqCst); |
144 | |
145 | // Check if the JEC has changed since we got sleepy. |
146 | debug_assert!(idle_state.jobs_counter.is_sleepy()); |
147 | if counters.jobs_counter() != idle_state.jobs_counter { |
148 | // JEC has changed, so a new job was posted, but for some reason |
149 | // we didn't see it. We should return to just before the SLEEPY |
150 | // state so we can do another search and (if we fail to find |
151 | // work) go back to sleep. |
152 | idle_state.wake_partly(); |
153 | latch.wake_up(); |
154 | return; |
155 | } |
156 | |
157 | // Otherwise, let's move from IDLE to SLEEPING. |
158 | if self.counters.try_add_sleeping_thread(counters) { |
159 | break; |
160 | } |
161 | } |
162 | |
163 | // Successfully registered as asleep. |
164 | |
165 | // We have one last check for injected jobs to do. This protects against |
166 | // deadlock in the very unlikely event that |
167 | // |
168 | // - an external job is being injected while we are sleepy |
169 | // - that job triggers the rollover over the JEC such that we don't see it |
170 | // - we are the last active worker thread |
171 | std::sync::atomic::fence(Ordering::SeqCst); |
172 | if has_injected_jobs() { |
173 | // If we see an externally injected job, then we have to 'wake |
174 | // ourselves up'. (Ordinarily, `sub_sleeping_thread` is invoked by |
175 | // the one that wakes us.) |
176 | self.counters.sub_sleeping_thread(); |
177 | } else { |
178 | // If we don't see an injected job (the normal case), then flag |
179 | // ourselves as asleep and wait till we are notified. |
180 | // |
181 | // (Note that `is_blocked` is held under a mutex and the mutex was |
182 | // acquired *before* we incremented the "sleepy counter". This means |
183 | // that whomever is coming to wake us will have to wait until we |
184 | // release the mutex in the call to `wait`, so they will see this |
185 | // boolean as true.) |
186 | *is_blocked = true; |
187 | while *is_blocked { |
188 | is_blocked = sleep_state.condvar.wait(is_blocked).unwrap(); |
189 | } |
190 | } |
191 | |
192 | // Update other state: |
193 | idle_state.wake_fully(); |
194 | latch.wake_up(); |
195 | } |
196 | |
197 | /// Notify the given thread that it should wake up (if it is |
198 | /// sleeping). When this method is invoked, we typically know the |
199 | /// thread is asleep, though in rare cases it could have been |
200 | /// awoken by (e.g.) new work having been posted. |
201 | pub(super) fn notify_worker_latch_is_set(&self, target_worker_index: usize) { |
202 | self.wake_specific_thread(target_worker_index); |
203 | } |
204 | |
205 | /// Signals that `num_jobs` new jobs were injected into the thread |
206 | /// pool from outside. This function will ensure that there are |
207 | /// threads available to process them, waking threads from sleep |
208 | /// if necessary. |
209 | /// |
210 | /// # Parameters |
211 | /// |
212 | /// - `num_jobs` -- lower bound on number of jobs available for stealing. |
213 | /// We'll try to get at least one thread per job. |
214 | #[inline ] |
215 | pub(super) fn new_injected_jobs(&self, num_jobs: u32, queue_was_empty: bool) { |
216 | // This fence is needed to guarantee that threads |
217 | // as they are about to fall asleep, observe any |
218 | // new jobs that may have been injected. |
219 | std::sync::atomic::fence(Ordering::SeqCst); |
220 | |
221 | self.new_jobs(num_jobs, queue_was_empty) |
222 | } |
223 | |
224 | /// Signals that `num_jobs` new jobs were pushed onto a thread's |
225 | /// local deque. This function will try to ensure that there are |
226 | /// threads available to process them, waking threads from sleep |
227 | /// if necessary. However, this is not guaranteed: under certain |
228 | /// race conditions, the function may fail to wake any new |
229 | /// threads; in that case the existing thread should eventually |
230 | /// pop the job. |
231 | /// |
232 | /// # Parameters |
233 | /// |
234 | /// - `num_jobs` -- lower bound on number of jobs available for stealing. |
235 | /// We'll try to get at least one thread per job. |
236 | #[inline ] |
237 | pub(super) fn new_internal_jobs(&self, num_jobs: u32, queue_was_empty: bool) { |
238 | self.new_jobs(num_jobs, queue_was_empty) |
239 | } |
240 | |
241 | /// Common helper for `new_injected_jobs` and `new_internal_jobs`. |
242 | #[inline ] |
243 | fn new_jobs(&self, num_jobs: u32, queue_was_empty: bool) { |
244 | // Read the counters and -- if sleepy workers have announced themselves |
245 | // -- announce that there is now work available. The final value of `counters` |
246 | // with which we exit the loop thus corresponds to a state when |
247 | let counters = self |
248 | .counters |
249 | .increment_jobs_event_counter_if(JobsEventCounter::is_sleepy); |
250 | let num_awake_but_idle = counters.awake_but_idle_threads(); |
251 | let num_sleepers = counters.sleeping_threads(); |
252 | |
253 | if num_sleepers == 0 { |
254 | // nobody to wake |
255 | return; |
256 | } |
257 | |
258 | // Promote from u16 to u32 so we can interoperate with |
259 | // num_jobs more easily. |
260 | let num_awake_but_idle = num_awake_but_idle as u32; |
261 | let num_sleepers = num_sleepers as u32; |
262 | |
263 | // If the queue is non-empty, then we always wake up a worker |
264 | // -- clearly the existing idle jobs aren't enough. Otherwise, |
265 | // check to see if we have enough idle workers. |
266 | if !queue_was_empty { |
267 | let num_to_wake = std::cmp::min(num_jobs, num_sleepers); |
268 | self.wake_any_threads(num_to_wake); |
269 | } else if num_awake_but_idle < num_jobs { |
270 | let num_to_wake = std::cmp::min(num_jobs - num_awake_but_idle, num_sleepers); |
271 | self.wake_any_threads(num_to_wake); |
272 | } |
273 | } |
274 | |
275 | #[cold ] |
276 | fn wake_any_threads(&self, mut num_to_wake: u32) { |
277 | if num_to_wake > 0 { |
278 | for i in 0..self.worker_sleep_states.len() { |
279 | if self.wake_specific_thread(i) { |
280 | num_to_wake -= 1; |
281 | if num_to_wake == 0 { |
282 | return; |
283 | } |
284 | } |
285 | } |
286 | } |
287 | } |
288 | |
289 | fn wake_specific_thread(&self, index: usize) -> bool { |
290 | let sleep_state = &self.worker_sleep_states[index]; |
291 | |
292 | let mut is_blocked = sleep_state.is_blocked.lock().unwrap(); |
293 | if *is_blocked { |
294 | *is_blocked = false; |
295 | sleep_state.condvar.notify_one(); |
296 | |
297 | // When the thread went to sleep, it will have incremented |
298 | // this value. When we wake it, its our job to decrement |
299 | // it. We could have the thread do it, but that would |
300 | // introduce a delay between when the thread was |
301 | // *notified* and when this counter was decremented. That |
302 | // might mislead people with new work into thinking that |
303 | // there are sleeping threads that they should try to |
304 | // wake, when in fact there is nothing left for them to |
305 | // do. |
306 | self.counters.sub_sleeping_thread(); |
307 | |
308 | true |
309 | } else { |
310 | false |
311 | } |
312 | } |
313 | } |
314 | |
315 | impl IdleState { |
316 | fn wake_fully(&mut self) { |
317 | self.rounds = 0; |
318 | self.jobs_counter = JobsEventCounter::DUMMY; |
319 | } |
320 | |
321 | fn wake_partly(&mut self) { |
322 | self.rounds = ROUNDS_UNTIL_SLEEPY; |
323 | self.jobs_counter = JobsEventCounter::DUMMY; |
324 | } |
325 | } |
326 | |