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llvm-mirror/include/llvm/Support/Threading.h
Dmitry Antipov e6dff23867 Add optimal thread strategy
Add an optimal thread strategy to execute specified amount of tasks.
This strategy should prevent us from creating too many threads if we
occasionaly have an unexpectedly small amount of tasks.

Differential Revision: https://reviews.llvm.org/D87765
2020-09-23 19:44:22 +03:00

282 lines
11 KiB
C++

//===-- llvm/Support/Threading.h - Control multithreading mode --*- C++ -*-===//
//
// Part of the LLVM Project, under the Apache License v2.0 with LLVM Exceptions.
// See https://llvm.org/LICENSE.txt for license information.
// SPDX-License-Identifier: Apache-2.0 WITH LLVM-exception
//
//===----------------------------------------------------------------------===//
//
// This file declares helper functions for running LLVM in a multi-threaded
// environment.
//
//===----------------------------------------------------------------------===//
#ifndef LLVM_SUPPORT_THREADING_H
#define LLVM_SUPPORT_THREADING_H
#include "llvm/ADT/BitVector.h"
#include "llvm/ADT/FunctionExtras.h"
#include "llvm/ADT/SmallVector.h"
#include "llvm/Config/llvm-config.h" // for LLVM_ON_UNIX
#include "llvm/Support/Compiler.h"
#include <ciso646> // So we can check the C++ standard lib macros.
#include <functional>
#if defined(_MSC_VER)
// MSVC's call_once implementation worked since VS 2015, which is the minimum
// supported version as of this writing.
#define LLVM_THREADING_USE_STD_CALL_ONCE 1
#elif defined(LLVM_ON_UNIX) && \
(defined(_LIBCPP_VERSION) || \
!(defined(__NetBSD__) || defined(__OpenBSD__) || \
(defined(__ppc__) || defined(__PPC__))))
// std::call_once from libc++ is used on all Unix platforms. Other
// implementations like libstdc++ are known to have problems on NetBSD,
// OpenBSD and PowerPC.
#define LLVM_THREADING_USE_STD_CALL_ONCE 1
#elif defined(LLVM_ON_UNIX) && \
((defined(__ppc__) || defined(__PPC__)) && defined(__LITTLE_ENDIAN__))
#define LLVM_THREADING_USE_STD_CALL_ONCE 1
#else
#define LLVM_THREADING_USE_STD_CALL_ONCE 0
#endif
#if LLVM_THREADING_USE_STD_CALL_ONCE
#include <mutex>
#else
#include "llvm/Support/Atomic.h"
#endif
namespace llvm {
class Twine;
/// Returns true if LLVM is compiled with support for multi-threading, and
/// false otherwise.
bool llvm_is_multithreaded();
/// Execute the given \p UserFn on a separate thread, passing it the provided \p
/// UserData and waits for thread completion.
///
/// This function does not guarantee that the code will actually be executed
/// on a separate thread or honoring the requested stack size, but tries to do
/// so where system support is available.
///
/// \param UserFn - The callback to execute.
/// \param UserData - An argument to pass to the callback function.
/// \param StackSizeInBytes - A requested size (in bytes) for the thread stack
/// (or None for default)
void llvm_execute_on_thread(
void (*UserFn)(void *), void *UserData,
llvm::Optional<unsigned> StackSizeInBytes = llvm::None);
/// Schedule the given \p Func for execution on a separate thread, then return
/// to the caller immediately. Roughly equivalent to
/// `std::thread(Func).detach()`, except it allows requesting a specific stack
/// size, if supported for the platform.
///
/// This function would report a fatal error if it can't execute the code
/// on a separate thread.
///
/// \param Func - The callback to execute.
/// \param StackSizeInBytes - A requested size (in bytes) for the thread stack
/// (or None for default)
void llvm_execute_on_thread_async(
llvm::unique_function<void()> Func,
llvm::Optional<unsigned> StackSizeInBytes = llvm::None);
#if LLVM_THREADING_USE_STD_CALL_ONCE
typedef std::once_flag once_flag;
#else
enum InitStatus { Uninitialized = 0, Wait = 1, Done = 2 };
/// The llvm::once_flag structure
///
/// This type is modeled after std::once_flag to use with llvm::call_once.
/// This structure must be used as an opaque object. It is a struct to force
/// autoinitialization and behave like std::once_flag.
struct once_flag {
volatile sys::cas_flag status = Uninitialized;
};
#endif
/// Execute the function specified as a parameter once.
///
/// Typical usage:
/// \code
/// void foo() {...};
/// ...
/// static once_flag flag;
/// call_once(flag, foo);
/// \endcode
///
/// \param flag Flag used for tracking whether or not this has run.
/// \param F Function to call once.
template <typename Function, typename... Args>
void call_once(once_flag &flag, Function &&F, Args &&... ArgList) {
#if LLVM_THREADING_USE_STD_CALL_ONCE
std::call_once(flag, std::forward<Function>(F),
std::forward<Args>(ArgList)...);
#else
// For other platforms we use a generic (if brittle) version based on our
// atomics.
sys::cas_flag old_val = sys::CompareAndSwap(&flag.status, Wait, Uninitialized);
if (old_val == Uninitialized) {
std::forward<Function>(F)(std::forward<Args>(ArgList)...);
sys::MemoryFence();
TsanIgnoreWritesBegin();
TsanHappensBefore(&flag.status);
flag.status = Done;
TsanIgnoreWritesEnd();
} else {
// Wait until any thread doing the call has finished.
sys::cas_flag tmp = flag.status;
sys::MemoryFence();
while (tmp != Done) {
tmp = flag.status;
sys::MemoryFence();
}
}
TsanHappensAfter(&flag.status);
#endif
}
/// This tells how a thread pool will be used
class ThreadPoolStrategy {
public:
// The default value (0) means all available threads should be used,
// taking the affinity mask into account. If set, this value only represents
// a suggested high bound, the runtime might choose a lower value (not
// higher).
unsigned ThreadsRequested = 0;
// If SMT is active, use hyper threads. If false, there will be only one
// std::thread per core.
bool UseHyperThreads = true;
// If set, will constrain 'ThreadsRequested' to the number of hardware
// threads, or hardware cores.
bool Limit = false;
/// Retrieves the max available threads for the current strategy. This
/// accounts for affinity masks and takes advantage of all CPU sockets.
unsigned compute_thread_count() const;
/// Assign the current thread to an ideal hardware CPU or NUMA node. In a
/// multi-socket system, this ensures threads are assigned to all CPU
/// sockets. \p ThreadPoolNum represents a number bounded by [0,
/// compute_thread_count()).
void apply_thread_strategy(unsigned ThreadPoolNum) const;
/// Finds the CPU socket where a thread should go. Returns 'None' if the
/// thread shall remain on the actual CPU socket.
Optional<unsigned> compute_cpu_socket(unsigned ThreadPoolNum) const;
};
/// Build a strategy from a number of threads as a string provided in \p Num.
/// When Num is above the max number of threads specified by the \p Default
/// strategy, we attempt to equally allocate the threads on all CPU sockets.
/// "0" or an empty string will return the \p Default strategy.
/// "all" for using all hardware threads.
Optional<ThreadPoolStrategy>
get_threadpool_strategy(StringRef Num, ThreadPoolStrategy Default = {});
/// Returns a thread strategy for tasks requiring significant memory or other
/// resources. To be used for workloads where hardware_concurrency() proves to
/// be less efficient. Avoid this strategy if doing lots of I/O. Currently
/// based on physical cores, if available for the host system, otherwise falls
/// back to hardware_concurrency(). Returns 1 when LLVM is configured with
/// LLVM_ENABLE_THREADS = OFF.
inline ThreadPoolStrategy
heavyweight_hardware_concurrency(unsigned ThreadCount = 0) {
ThreadPoolStrategy S;
S.UseHyperThreads = false;
S.ThreadsRequested = ThreadCount;
return S;
}
/// Like heavyweight_hardware_concurrency() above, but builds a strategy
/// based on the rules described for get_threadpool_strategy().
/// If \p Num is invalid, returns a default strategy where one thread per
/// hardware core is used.
inline ThreadPoolStrategy heavyweight_hardware_concurrency(StringRef Num) {
Optional<ThreadPoolStrategy> S =
get_threadpool_strategy(Num, heavyweight_hardware_concurrency());
if (S)
return *S;
return heavyweight_hardware_concurrency();
}
/// Returns a default thread strategy where all available hardware resources
/// are to be used, except for those initially excluded by an affinity mask.
/// This function takes affinity into consideration. Returns 1 when LLVM is
/// configured with LLVM_ENABLE_THREADS=OFF.
inline ThreadPoolStrategy hardware_concurrency(unsigned ThreadCount = 0) {
ThreadPoolStrategy S;
S.ThreadsRequested = ThreadCount;
return S;
}
/// Returns an optimal thread strategy to execute specified amount of tasks.
/// This strategy should prevent us from creating too many threads if we
/// occasionaly have an unexpectedly small amount of tasks.
inline ThreadPoolStrategy optimal_concurrency(unsigned TaskCount = 0) {
ThreadPoolStrategy S;
S.Limit = true;
S.ThreadsRequested = TaskCount;
return S;
}
/// Return the current thread id, as used in various OS system calls.
/// Note that not all platforms guarantee that the value returned will be
/// unique across the entire system, so portable code should not assume
/// this.
uint64_t get_threadid();
/// Get the maximum length of a thread name on this platform.
/// A value of 0 means there is no limit.
uint32_t get_max_thread_name_length();
/// Set the name of the current thread. Setting a thread's name can
/// be helpful for enabling useful diagnostics under a debugger or when
/// logging. The level of support for setting a thread's name varies
/// wildly across operating systems, and we only make a best effort to
/// perform the operation on supported platforms. No indication of success
/// or failure is returned.
void set_thread_name(const Twine &Name);
/// Get the name of the current thread. The level of support for
/// getting a thread's name varies wildly across operating systems, and it
/// is not even guaranteed that if you can successfully set a thread's name
/// that you can later get it back. This function is intended for diagnostic
/// purposes, and as with setting a thread's name no indication of whether
/// the operation succeeded or failed is returned.
void get_thread_name(SmallVectorImpl<char> &Name);
/// Returns a mask that represents on which hardware thread, core, CPU, NUMA
/// group, the calling thread can be executed. On Windows, threads cannot
/// cross CPU sockets boundaries.
llvm::BitVector get_thread_affinity_mask();
/// Returns how many physical CPUs or NUMA groups the system has.
unsigned get_cpus();
enum class ThreadPriority {
Background = 0,
Default = 1,
};
/// If priority is Background tries to lower current threads priority such
/// that it does not affect foreground tasks significantly. Can be used for
/// long-running, latency-insensitive tasks to make sure cpu is not hogged by
/// this task.
/// If the priority is default tries to restore current threads priority to
/// default scheduling priority.
enum class SetThreadPriorityResult { FAILURE, SUCCESS };
SetThreadPriorityResult set_thread_priority(ThreadPriority Priority);
}
#endif