rayon_core/sleep/
mod.rs

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
//! Code that decides when workers should go to sleep. See README.md
//! for an overview.

use crate::latch::CoreLatch;
use crate::sync::{Condvar, Mutex};
use crossbeam_utils::CachePadded;
use std::sync::atomic::Ordering;
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<CachePadded<WorkerSleepState>>,

    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<bool>,

    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;
    }
}