Example #1
0
bool arena::is_out_of_work() {
    // TODO: rework it to return at least a hint about where a task was found; better if the task itself.
    for(;;) {
        pool_state_t snapshot = my_pool_state;
        switch( snapshot ) {
            case SNAPSHOT_EMPTY:
                return true;
            case SNAPSHOT_FULL: {
                // Use unique id for "busy" in order to avoid ABA problems.
                const pool_state_t busy = pool_state_t(&busy);
                // Request permission to take snapshot
                if( my_pool_state.compare_and_swap( busy, SNAPSHOT_FULL )==SNAPSHOT_FULL ) {
                    // Got permission. Take the snapshot.
                    // NOTE: This is not a lock, as the state can be set to FULL at 
                    //       any moment by a thread that spawns/enqueues new task.
                    size_t n = my_limit;
                    // Make local copies of volatile parameters. Their change during
                    // snapshot taking procedure invalidates the attempt, and returns
                    // this thread into the dispatch loop.
#if __TBB_TASK_PRIORITY
                    intptr_t top_priority = my_top_priority;
                    uintptr_t reload_epoch = my_reload_epoch;
                    // Inspect primary task pools first
#endif /* __TBB_TASK_PRIORITY */
                    size_t k; 
                    for( k=0; k<n; ++k ) {
                        if( my_slots[k].task_pool != EmptyTaskPool &&
                            __TBB_load_relaxed(my_slots[k].head) < __TBB_load_relaxed(my_slots[k].tail) )
                        {
                            // k-th primary task pool is nonempty and does contain tasks.
                            break;
                        }
                    }
                    __TBB_ASSERT( k <= n, NULL );
                    bool work_absent = k == n;
#if __TBB_TASK_PRIORITY
                    // Variable tasks_present indicates presence of tasks at any priority
                    // level, while work_absent refers only to the current priority.
                    bool tasks_present = !work_absent || my_orphaned_tasks;
                    bool dequeuing_possible = false;
                    if ( work_absent ) {
                        // Check for the possibility that recent priority changes
                        // brought some tasks to the current priority level

                        uintptr_t abandonment_epoch = my_abandonment_epoch;
                        // Master thread's scheduler needs special handling as it 
                        // may be destroyed at any moment (workers' schedulers are 
                        // guaranteed to be alive while at least one thread is in arena).
                        // Have to exclude concurrency with task group state change propagation too.
                        my_market->my_arenas_list_mutex.lock();
                        generic_scheduler *s = my_slots[0].my_scheduler;
                        if ( s && __TBB_CompareAndSwapW(&my_slots[0].my_scheduler, (intptr_t)LockedMaster, (intptr_t)s) == (intptr_t)s ) {
                            __TBB_ASSERT( my_slots[0].my_scheduler == LockedMaster && s != LockedMaster, NULL );
                            work_absent = !may_have_tasks( s, my_slots[0], tasks_present, dequeuing_possible );
                            __TBB_store_with_release( my_slots[0].my_scheduler, s );
                        }
                        my_market->my_arenas_list_mutex.unlock();
                        // The following loop is subject to data races. While k-th slot's
                        // scheduler is being examined, corresponding worker can either
                        // leave to RML or migrate to another arena.
                        // But the races are not prevented because all of them are benign.
                        // First, the code relies on the fact that worker thread's scheduler
                        // object persists until the whole library is deinitialized.  
                        // Second, in the worst case the races can only cause another 
                        // round of stealing attempts to be undertaken. Introducing complex 
                        // synchronization into this coldest part of the scheduler's control 
                        // flow does not seem to make sense because it both is unlikely to 
                        // ever have any observable performance effect, and will require 
                        // additional synchronization code on the hotter paths.
                        for( k = 1; work_absent && k < n; ++k )
                            work_absent = !may_have_tasks( my_slots[k].my_scheduler, my_slots[k], tasks_present, dequeuing_possible );
                        // Preclude premature switching arena off because of a race in the previous loop.
                        work_absent = work_absent
                                      && !__TBB_load_with_acquire(my_orphaned_tasks)
                                      && abandonment_epoch == my_abandonment_epoch;
                    }
#endif /* __TBB_TASK_PRIORITY */
                    // Test and test-and-set.
                    if( my_pool_state==busy ) {
#if __TBB_TASK_PRIORITY
                        bool no_fifo_tasks = my_task_stream[top_priority].empty();
                        work_absent = work_absent && (!dequeuing_possible || no_fifo_tasks)
                                      && top_priority == my_top_priority && reload_epoch == my_reload_epoch;
#else
                        bool no_fifo_tasks = my_task_stream.empty();
                        work_absent = work_absent && no_fifo_tasks;
#endif /* __TBB_TASK_PRIORITY */
                        if( work_absent ) {
#if __TBB_TASK_PRIORITY
                            if ( top_priority > my_bottom_priority ) {
                                if ( my_market->lower_arena_priority(*this, top_priority - 1, top_priority)
                                     && !my_task_stream[top_priority].empty() )
                                {
                                    atomic_update( my_skipped_fifo_priority, top_priority, std::less<intptr_t>());
                                }
                            }
                            else if ( !tasks_present && !my_orphaned_tasks && no_fifo_tasks ) {
#endif /* __TBB_TASK_PRIORITY */
                                // save current demand value before setting SNAPSHOT_EMPTY,
                                // to avoid race with advertise_new_work.
                                int current_demand = (int)my_max_num_workers;
                                if( my_pool_state.compare_and_swap( SNAPSHOT_EMPTY, busy )==busy ) {
                                    // This thread transitioned pool to empty state, and thus is 
                                    // responsible for telling RML that there is no other work to do.
                                    my_market->adjust_demand( *this, -current_demand );
#if __TBB_TASK_PRIORITY
                                    // Check for the presence of enqueued tasks "lost" on some of
                                    // priority levels because updating arena priority and switching
                                    // arena into "populated" (FULL) state happen non-atomically.
                                    // Imposing atomicity would require task::enqueue() to use a lock,
                                    // which is unacceptable. 
                                    bool switch_back = false;
                                    for ( int p = 0; p < num_priority_levels; ++p ) {
                                        if ( !my_task_stream[p].empty() ) {
                                            switch_back = true;
                                            if ( p < my_bottom_priority || p > my_top_priority )
                                                my_market->update_arena_priority(*this, p);
                                        }
                                    }
                                    if ( switch_back )
                                        advertise_new_work</*Spawned*/false>();
#endif /* __TBB_TASK_PRIORITY */
                                    return true;
                                }
                                return false;
#if __TBB_TASK_PRIORITY
                            }
#endif /* __TBB_TASK_PRIORITY */
                        }
                        // Undo previous transition SNAPSHOT_FULL-->busy, unless another thread undid it.
                        my_pool_state.compare_and_swap( SNAPSHOT_FULL, busy );
                    }
                } 
                return false;
            }
            default:
                // Another thread is taking a snapshot.
                return false;
        }
    }
}
Example #2
0
bool arena::is_out_of_work() {
    // TODO: rework it to return at least a hint about where a task was found; better if the task itself.
    for(;;) {
        pool_state_t snapshot = prefix().pool_state;
        switch( snapshot ) {
            case SNAPSHOT_EMPTY:
#if !__TBB_ARENA_PER_MASTER
            case SNAPSHOT_SERVER_GOING_AWAY:
#endif /* !__TBB_ARENA_PER_MASTER */
                return true;
            case SNAPSHOT_FULL: {
                // Use unique id for "busy" in order to avoid ABA problems.
                const pool_state_t busy = pool_state_t(this);
                // Request permission to take snapshot
                if( prefix().pool_state.compare_and_swap( busy, SNAPSHOT_FULL )==SNAPSHOT_FULL ) {
                    // Got permission.  Take the snapshot.
#if __TBB_ARENA_PER_MASTER
                    size_t n = my_limit;
#else /* !__TBB_ARENA_PER_MASTER */
                    size_t n = prefix().limit;
#endif /* !__TBB_ARENA_PER_MASTER */
                    size_t k; 
                    for( k=0; k<n; ++k ) 
                        if( slot[k].task_pool != EmptyTaskPool && slot[k].head < slot[k].tail )
                            break;
                    bool work_absent = k>=n;
#if __TBB_ARENA_PER_MASTER
                    work_absent = work_absent && my_task_stream.empty();
#endif /* __TBB_ARENA_PER_MASTER */
                    // Test and test-and-set.
                    if( prefix().pool_state==busy ) {
                        if( work_absent ) {
#if __TBB_ARENA_PER_MASTER
                            // save current demand value before setting SNAPSHOT_EMPTY,
                            // to avoid race with advertise_new_work.
                            int current_demand = (int)my_max_num_workers;
#endif
                            if( prefix().pool_state.compare_and_swap( SNAPSHOT_EMPTY, busy )==busy ) {
                                // This thread transitioned pool to empty state, and thus is responsible for
                                // telling RML that there is no other work to do.
#if __TBB_ARENA_PER_MASTER
                                my_market->adjust_demand( *this, -current_demand );
#else /* !__TBB_ARENA_PER_MASTER */
                                prefix().server->adjust_job_count_estimate( -int(prefix().number_of_workers) );
#endif /* !__TBB_ARENA_PER_MASTER */
                                return true;
                            }
                        } else {
                            // Undo previous transition SNAPSHOT_FULL-->busy, unless another thread undid it.
                            prefix().pool_state.compare_and_swap( SNAPSHOT_FULL, busy );
                        }
                    }
                } 
                return false;
            }
            default:
                // Another thread is taking a snapshot.
                return false;
        }
    }
}