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* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
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*
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#ifndef SHARE_VM_UTILITIES_WORKGROUP_HPP
#define SHARE_VM_UTILITIES_WORKGROUP_HPP
#include "runtime/thread.inline.hpp"
#include "utilities/taskqueue.hpp"
// Task class hierarchy:
// AbstractGangTask
// AbstractGangTaskWOopQueues
//
// Gang/Group class hierarchy:
// AbstractWorkGang
// WorkGang
// FlexibleWorkGang
// YieldingFlexibleWorkGang (defined in another file)
//
// Worker class hierarchy:
// GangWorker (subclass of WorkerThread)
// YieldingFlexibleGangWorker (defined in another file)
// Forward declarations of classes defined here
class WorkGang;
class GangWorker;
class YieldingFlexibleGangWorker;
class YieldingFlexibleGangTask;
class WorkData;
class AbstractWorkGang;
// An abstract task to be worked on by a gang.
// You subclass this to supply your own work() method
class AbstractGangTask VALUE_OBJ_CLASS_SPEC {
public:
// The abstract work method.
// The argument tells you which member of the gang you are.
virtual void work(uint worker_id) = 0;
// This method configures the task for proper termination.
// Some tasks do not have any requirements on termination
// and may inherit this method that does nothing. Some
// tasks do some coordination on termination and override
// this method to implement that coordination.
virtual void set_for_termination(int active_workers) {};
// Debugging accessor for the name.
const char* name() const PRODUCT_RETURN_(return NULL;);
int counter() { return _counter; }
void set_counter(int value) { _counter = value; }
int *address_of_counter() { return &_counter; }
// RTTI
NOT_PRODUCT(virtual bool is_YieldingFlexibleGang_task() const {
return false;
})
private:
NOT_PRODUCT(const char* _name;)
// ??? Should a task have a priority associated with it?
// ??? Or can the run method adjust priority as needed?
int _counter;
protected:
// Constructor and desctructor: only construct subclasses.
AbstractGangTask(const char* name)
{
NOT_PRODUCT(_name = name);
_counter = 0;
}
~AbstractGangTask() { }
public:
};
class AbstractGangTaskWOopQueues : public AbstractGangTask {
OopTaskQueueSet* _queues;
ParallelTaskTerminator _terminator;
public:
AbstractGangTaskWOopQueues(const char* name, OopTaskQueueSet* queues) :
AbstractGangTask(name), _queues(queues), _terminator(0, _queues) {}
ParallelTaskTerminator* terminator() { return &_terminator; }
virtual void set_for_termination(int active_workers) {
terminator()->reset_for_reuse(active_workers);
}
OopTaskQueueSet* queues() { return _queues; }
};
// Class AbstractWorkGang:
// An abstract class representing a gang of workers.
// You subclass this to supply an implementation of run_task().
class AbstractWorkGang: public CHeapObj<mtInternal> {
// Here's the public interface to this class.
public:
// Constructor and destructor.
AbstractWorkGang(const char* name, bool are_GC_task_threads,
bool are_ConcurrentGC_threads);
~AbstractWorkGang();
// Run a task, returns when the task is done (or terminated).
virtual void run_task(AbstractGangTask* task) = 0;
// Stop and terminate all workers.
virtual void stop();
// Return true if more workers should be applied to the task.
virtual bool needs_more_workers() const { return true; }
public:
// Debugging.
const char* name() const;
protected:
// Initialize only instance data.
const bool _are_GC_task_threads;
const bool _are_ConcurrentGC_threads;
// Printing support.
const char* _name;
// The monitor which protects these data,
// and notifies of changes in it.
Monitor* _monitor;
// The count of the number of workers in the gang.
uint _total_workers;
// Whether the workers should terminate.
bool _terminate;
// The array of worker threads for this gang.
// This is only needed for cleaning up.
GangWorker** _gang_workers;
// The task for this gang.
AbstractGangTask* _task;
// A sequence number for the current task.
int _sequence_number;
// The number of started workers.
uint _started_workers;
// The number of finished workers.
uint _finished_workers;
public:
// Accessors for fields
Monitor* monitor() const {
return _monitor;
}
uint total_workers() const {
return _total_workers;
}
virtual uint active_workers() const {
return _total_workers;
}
bool terminate() const {
return _terminate;
}
GangWorker** gang_workers() const {
return _gang_workers;
}
AbstractGangTask* task() const {
return _task;
}
int sequence_number() const {
return _sequence_number;
}
uint started_workers() const {
return _started_workers;
}
uint finished_workers() const {
return _finished_workers;
}
bool are_GC_task_threads() const {
return _are_GC_task_threads;
}
bool are_ConcurrentGC_threads() const {
return _are_ConcurrentGC_threads;
}
// Predicates.
bool is_idle() const {
return (task() == NULL);
}
// Return the Ith gang worker.
GangWorker* gang_worker(uint i) const;
void threads_do(ThreadClosure* tc) const;
// Printing
void print_worker_threads_on(outputStream *st) const;
void print_worker_threads() const {
print_worker_threads_on(tty);
}
protected:
friend class GangWorker;
friend class YieldingFlexibleGangWorker;
// Note activation and deactivation of workers.
// These methods should only be called with the mutex held.
void internal_worker_poll(WorkData* data) const;
void internal_note_start();
void internal_note_finish();
};
class WorkData: public StackObj {
// This would be a struct, but I want accessor methods.
private:
bool _terminate;
AbstractGangTask* _task;
int _sequence_number;
public:
// Constructor and destructor
WorkData() {
_terminate = false;
_task = NULL;
_sequence_number = 0;
}
~WorkData() {
}
// Accessors and modifiers
bool terminate() const { return _terminate; }
void set_terminate(bool value) { _terminate = value; }
AbstractGangTask* task() const { return _task; }
void set_task(AbstractGangTask* value) { _task = value; }
int sequence_number() const { return _sequence_number; }
void set_sequence_number(int value) { _sequence_number = value; }
YieldingFlexibleGangTask* yf_task() const {
return (YieldingFlexibleGangTask*)_task;
}
};
// Class WorkGang:
class WorkGang: public AbstractWorkGang {
public:
// Constructor
WorkGang(const char* name, uint workers,
bool are_GC_task_threads, bool are_ConcurrentGC_threads);
// Run a task, returns when the task is done (or terminated).
virtual void run_task(AbstractGangTask* task);
void run_task(AbstractGangTask* task, uint no_of_parallel_workers);
// Allocate a worker and return a pointer to it.
virtual GangWorker* allocate_worker(uint which);
// Initialize workers in the gang. Return true if initialization
// succeeded. The type of the worker can be overridden in a derived
// class with the appropriate implementation of allocate_worker().
bool initialize_workers();
};
// Class GangWorker:
// Several instances of this class run in parallel as workers for a gang.
class GangWorker: public WorkerThread {
public:
// Constructors and destructor.
GangWorker(AbstractWorkGang* gang, uint id);
// The only real method: run a task for the gang.
virtual void run();
// Predicate for Thread
virtual bool is_GC_task_thread() const;
virtual bool is_ConcurrentGC_thread() const;
// Printing
void print_on(outputStream* st) const;
virtual void print() const { print_on(tty); }
protected:
AbstractWorkGang* _gang;
virtual void initialize();
virtual void loop();
public:
AbstractWorkGang* gang() const { return _gang; }
};
// Dynamic number of worker threads
//
// This type of work gang is used to run different numbers of
// worker threads at different times. The
// number of workers run for a task is "_active_workers"
// instead of "_total_workers" in a WorkGang. The method
// "needs_more_workers()" returns true until "_active_workers"
// have been started and returns false afterwards. The
// implementation of "needs_more_workers()" in WorkGang always
// returns true so that all workers are started. The method
// "loop()" in GangWorker was modified to ask "needs_more_workers()"
// in its loop to decide if it should start working on a task.
// A worker in "loop()" waits for notification on the WorkGang
// monitor and execution of each worker as it checks for work
// is serialized via the same monitor. The "needs_more_workers()"
// call is serialized and additionally the calculation for the
// "part" (effectively the worker id for executing the task) is
// serialized to give each worker a unique "part". Workers that
// are not needed for this tasks (i.e., "_active_workers" have
// been started before it, continue to wait for work.
class FlexibleWorkGang: public WorkGang {
// The currently active workers in this gang.
// This is a number that is dynamically adjusted
// and checked in the run_task() method at each invocation.
// As described above _active_workers determines the number
// of threads started on a task. It must also be used to
// determine completion.
protected:
uint _active_workers;
public:
// Constructor and destructor.
// Initialize active_workers to a minimum value. Setting it to
// the parameter "workers" will initialize it to a maximum
// value which is not desirable.
FlexibleWorkGang(const char* name, uint workers,
bool are_GC_task_threads,
bool are_ConcurrentGC_threads) :
WorkGang(name, workers, are_GC_task_threads, are_ConcurrentGC_threads),
_active_workers(UseDynamicNumberOfGCThreads ? 1U : ParallelGCThreads) {}
// Accessors for fields
virtual uint active_workers() const { return _active_workers; }
void set_active_workers(uint v) {
assert(v <= _total_workers,
"Trying to set more workers active than there are");
_active_workers = MIN2(v, _total_workers);
assert(v != 0, "Trying to set active workers to 0");
_active_workers = MAX2(1U, _active_workers);
assert(UseDynamicNumberOfGCThreads || _active_workers == _total_workers,
"Unless dynamic should use total workers");
}
virtual void run_task(AbstractGangTask* task);
virtual bool needs_more_workers() const {
return _started_workers < _active_workers;
}
};
// Work gangs in garbage collectors: 2009-06-10
//
// SharedHeap - work gang for stop-the-world parallel collection.
// Used by
// ParNewGeneration
// CMSParRemarkTask
// CMSRefProcTaskExecutor
// G1CollectedHeap
// G1ParFinalCountTask
// ConcurrentMark
// CMSCollector
// A class that acts as a synchronisation barrier. Workers enter
// the barrier and must wait until all other workers have entered
// before any of them may leave.
class WorkGangBarrierSync : public StackObj {
protected:
Monitor _monitor;
uint _n_workers;
uint _n_completed;
bool _should_reset;
bool _aborted;
Monitor* monitor() { return &_monitor; }
uint n_workers() { return _n_workers; }
uint n_completed() { return _n_completed; }
bool should_reset() { return _should_reset; }
bool aborted() { return _aborted; }
void zero_completed() { _n_completed = 0; }
void inc_completed() { _n_completed++; }
void set_aborted() { _aborted = true; }
void set_should_reset(bool v) { _should_reset = v; }
public:
WorkGangBarrierSync();
WorkGangBarrierSync(uint n_workers, const char* name);
// Set the number of workers that will use the barrier.
// Must be called before any of the workers start running.
void set_n_workers(uint n_workers);
// Enter the barrier. A worker that enters the barrier will
// not be allowed to leave until all other threads have
// also entered the barrier or the barrier is aborted.
// Returns false if the barrier was aborted.
bool enter();
// Aborts the barrier and wakes up any threads waiting for
// the barrier to complete. The barrier will remain in the
// aborted state until the next call to set_n_workers().
void abort();
};
// A class to manage claiming of subtasks within a group of tasks. The
// subtasks will be identified by integer indices, usually elements of an
// enumeration type.
class SubTasksDone: public CHeapObj<mtInternal> {
uint* _tasks;
uint _n_tasks;
// _n_threads is used to determine when a sub task is done.
// It does not control how many threads will execute the subtask
// but must be initialized to the number that do execute the task
// in order to correctly decide when the subtask is done (all the
// threads working on the task have finished).
uint _n_threads;
uint _threads_completed;
#ifdef ASSERT
volatile uint _claimed;
#endif
// Set all tasks to unclaimed.
void clear();
public:
// Initializes "this" to a state in which there are "n" tasks to be
// processed, none of the which are originally claimed. The number of
// threads doing the tasks is initialized 1.
SubTasksDone(uint n);
// True iff the object is in a valid state.
bool valid();
// Get/set the number of parallel threads doing the tasks to "t". Can only
// be called before tasks start or after they are complete.
uint n_threads() { return _n_threads; }
void set_n_threads(uint t);
// Returns "false" if the task "t" is unclaimed, and ensures that task is
// claimed. The task "t" is required to be within the range of "this".
bool is_task_claimed(uint t);
// The calling thread asserts that it has attempted to claim all the
// tasks that it will try to claim. Every thread in the parallel task
// must execute this. (When the last thread does so, the task array is
// cleared.)
void all_tasks_completed();
// Destructor.
~SubTasksDone();
};
// As above, but for sequential tasks, i.e. instead of claiming
// sub-tasks from a set (possibly an enumeration), claim sub-tasks
// in sequential order. This is ideal for claiming dynamically
// partitioned tasks (like striding in the parallel remembered
// set scanning). Note that unlike the above class this is
// a stack object - is there any reason for it not to be?
class SequentialSubTasksDone : public StackObj {
protected:
uint _n_tasks; // Total number of tasks available.
uint _n_claimed; // Number of tasks claimed.
// _n_threads is used to determine when a sub task is done.
// See comments on SubTasksDone::_n_threads
uint _n_threads; // Total number of parallel threads.
uint _n_completed; // Number of completed threads.
void clear();
public:
SequentialSubTasksDone() {
clear();
}
~SequentialSubTasksDone() {}
// True iff the object is in a valid state.
bool valid();
// number of tasks
uint n_tasks() const { return _n_tasks; }
// Get/set the number of parallel threads doing the tasks to t.
// Should be called before the task starts but it is safe
// to call this once a task is running provided that all
// threads agree on the number of threads.
uint n_threads() { return _n_threads; }
void set_n_threads(uint t) { _n_threads = t; }
// Set the number of tasks to be claimed to t. As above,
// should be called before the tasks start but it is safe
// to call this once a task is running provided all threads
// agree on the number of tasks.
void set_n_tasks(uint t) { _n_tasks = t; }
// Returns false if the next task in the sequence is unclaimed,
// and ensures that it is claimed. Will set t to be the index
// of the claimed task in the sequence. Will return true if
// the task cannot be claimed and there are none left to claim.
bool is_task_claimed(uint& t);
// The calling thread asserts that it has attempted to claim
// all the tasks it possibly can in the sequence. Every thread
// claiming tasks must promise call this. Returns true if this
// is the last thread to complete so that the thread can perform
// cleanup if necessary.
bool all_tasks_completed();
};
// Represents a set of free small integer ids.
class FreeIdSet : public CHeapObj<mtInternal> {
enum {
end_of_list = -1,
claimed = -2
};
int _sz;
Monitor* _mon;
int* _ids;
int _hd;
int _waiters;
int _claimed;
static bool _safepoint;
typedef FreeIdSet* FreeIdSetPtr;
static const int NSets = 10;
static FreeIdSetPtr _sets[NSets];
static bool _stat_init;
int _index;
public:
FreeIdSet(int sz, Monitor* mon);
~FreeIdSet();
static void set_safepoint(bool b);
// Attempt to claim the given id permanently. Returns "true" iff
// successful.
bool claim_perm_id(int i);
// Returns an unclaimed parallel id (waiting for one to be released if
// necessary). Returns "-1" if a GC wakes up a wait for an id.
int claim_par_id();
void release_par_id(int id);
};
#endif // SHARE_VM_UTILITIES_WORKGROUP_HPP