rework std.ResetEvent, improve std lib Darwin integration

* split std.ResetEvent into:
   - ResetEvent - requires init() at runtime and it can fail. Also
     requires deinit().
   - StaticResetEvent - can be statically initialized and requires no
     deinitialization. Initialization cannot fail.
 * the POSIX sem_t implementation can in fact fail on initialization
   because it is allowed to be implemented as a file descriptor.
 * Completely define, clarify, and explain in detail the semantics of
   these APIs. Remove the `isSet` function.
 * `ResetEvent.timedWait` returns an enum instead of a possible error.
 * `ResetEvent.init` takes a pointer to the ResetEvent instead of
   returning a copy.
 * On Darwin, `ResetEvent` is implemented using Grand Central Dispatch,
   which is exposed by libSystem.

stage2 changes:
 * ThreadPool: use a single, pre-initialized `ResetEvent` per worker.
 * WaitGroup: now requires init() and deinit() and init() can fail.
   - Add a `reset` function.
   - Compilation initializes one for the work queue in creation and
     re-uses it for every update.
   - Rename `stop` to `finish`.
   - Simplify the implementation based on the usage pattern.
This commit is contained in:
Andrew Kelley
2020-12-23 16:57:18 -08:00
parent 5377b7fb97
commit 177377b6e3
11 changed files with 549 additions and 311 deletions

View File

@@ -9,8 +9,7 @@ const ThreadPool = @This();
lock: std.Mutex = .{},
is_running: bool = true,
allocator: *std.mem.Allocator,
spawned: usize = 0,
threads: []*std.Thread,
workers: []Worker,
run_queue: RunQueue = .{},
idle_queue: IdleQueue = .{},
@@ -20,23 +19,69 @@ const Runnable = struct {
runFn: fn (*Runnable) void,
};
const Worker = struct {
pool: *ThreadPool,
thread: *std.Thread,
/// The node is for this worker only and must have an already initialized event
/// when the thread is spawned.
idle_node: IdleQueue.Node,
fn run(worker: *Worker) void {
while (true) {
const held = worker.pool.lock.acquire();
if (worker.pool.run_queue.popFirst()) |run_node| {
held.release();
(run_node.data.runFn)(&run_node.data);
continue;
}
if (worker.pool.is_running) {
worker.idle_node.data.reset();
worker.pool.idle_queue.prepend(&worker.idle_node);
held.release();
worker.idle_node.data.wait();
continue;
}
held.release();
return;
}
}
};
pub fn init(self: *ThreadPool, allocator: *std.mem.Allocator) !void {
self.* = .{
.allocator = allocator,
.threads = &[_]*std.Thread{},
.workers = &[_]Worker{},
};
if (std.builtin.single_threaded)
return;
errdefer self.deinit();
const worker_count = std.math.max(1, std.Thread.cpuCount() catch 1);
self.workers = try allocator.alloc(Worker, worker_count);
errdefer allocator.free(self.workers);
var num_threads = std.math.max(1, std.Thread.cpuCount() catch 1);
self.threads = try allocator.alloc(*std.Thread, num_threads);
var worker_index: usize = 0;
errdefer self.destroyWorkers(worker_index);
while (worker_index < worker_count) : (worker_index += 1) {
const worker = &self.workers[worker_index];
worker.pool = self;
while (num_threads > 0) : (num_threads -= 1) {
const thread = try std.Thread.spawn(self, runWorker);
self.threads[self.spawned] = thread;
self.spawned += 1;
// Each worker requires its ResetEvent to be pre-initialized.
try worker.idle_node.data.init();
errdefer worker.idle_node.data.deinit();
worker.thread = try std.Thread.spawn(worker, Worker.run);
}
}
fn destroyWorkers(self: *ThreadPool, spawned: usize) void {
for (self.workers[0..spawned]) |*worker| {
worker.thread.wait();
worker.idle_node.data.deinit();
}
}
@@ -50,9 +95,8 @@ pub fn deinit(self: *ThreadPool) void {
idle_node.data.set();
}
defer self.allocator.free(self.threads);
for (self.threads[0..self.spawned]) |thread|
thread.wait();
self.destroyWorkers(self.workers.len);
self.allocator.free(self.workers);
}
pub fn spawn(self: *ThreadPool, comptime func: anytype, args: anytype) !void {
@@ -92,29 +136,3 @@ pub fn spawn(self: *ThreadPool, comptime func: anytype, args: anytype) !void {
if (self.idle_queue.popFirst()) |idle_node|
idle_node.data.set();
}
fn runWorker(self: *ThreadPool) void {
while (true) {
const held = self.lock.acquire();
if (self.run_queue.popFirst()) |run_node| {
held.release();
(run_node.data.runFn)(&run_node.data);
continue;
}
if (self.is_running) {
var idle_node = IdleQueue.Node{ .data = std.ResetEvent.init() };
self.idle_queue.prepend(&idle_node);
held.release();
idle_node.data.wait();
idle_node.data.deinit();
continue;
}
held.release();
return;
}
}