root / trunk / Libraries / ParallelExtensionsExtras / TaskSchedulers / WorkStealingTaskScheduler.cs @ d78cbf09
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//-------------------------------------------------------------------------- |
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// |
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// Copyright (c) Microsoft Corporation. All rights reserved. |
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// |
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// File: WorkStealingTaskScheduler.cs |
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// |
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//-------------------------------------------------------------------------- |
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|
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using System.Collections.Generic; |
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|
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namespace System.Threading.Tasks.Schedulers |
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{ |
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/// <summary>Provides a work-stealing scheduler.</summary> |
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public class WorkStealingTaskScheduler : TaskScheduler, IDisposable |
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{ |
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private readonly int m_concurrencyLevel; |
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private readonly Queue<Task> m_queue = new Queue<Task>(); |
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private WorkStealingQueue<Task>[] m_wsQueues = new WorkStealingQueue<Task>[Environment.ProcessorCount]; |
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private Lazy<Thread[]> m_threads; |
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private int m_threadsWaiting; |
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private bool m_shutdown; |
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[ThreadStatic] |
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private static WorkStealingQueue<Task> m_wsq; |
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|
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/// <summary>Initializes a new instance of the WorkStealingTaskScheduler class.</summary> |
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/// <remarks>This constructors defaults to using twice as many threads as there are processors.</remarks> |
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public WorkStealingTaskScheduler() : this(Environment.ProcessorCount * 2) { } |
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|
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/// <summary>Initializes a new instance of the WorkStealingTaskScheduler class.</summary> |
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/// <param name="concurrencyLevel">The number of threads to use in the scheduler.</param> |
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public WorkStealingTaskScheduler(int concurrencyLevel) |
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{ |
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// Store the concurrency level |
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if (concurrencyLevel <= 0) throw new ArgumentOutOfRangeException("concurrencyLevel"); |
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m_concurrencyLevel = concurrencyLevel; |
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|
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// Set up threads |
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m_threads = new Lazy<Thread[]>(() => |
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{ |
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var threads = new Thread[m_concurrencyLevel]; |
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for (int i = 0; i < threads.Length; i++) |
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{ |
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threads[i] = new Thread(DispatchLoop) { IsBackground = true }; |
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threads[i].Start(); |
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} |
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return threads; |
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}); |
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} |
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|
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/// <summary>Queues a task to the scheduler.</summary> |
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/// <param name="task">The task to be scheduled.</param> |
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protected override void QueueTask(Task task) |
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{ |
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// Make sure the pool is started, e.g. that all threads have been created. |
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m_threads.Force(); |
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|
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// If the task is marked as long-running, give it its own dedicated thread |
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// rather than queueing it. |
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if ((task.CreationOptions & TaskCreationOptions.LongRunning) != 0) |
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{ |
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new Thread(state => base.TryExecuteTask((Task)state)) { IsBackground = true }.Start(task); |
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} |
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else |
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{ |
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// Otherwise, insert the work item into a queue, possibly waking a thread. |
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// If there's a local queue and the task does not prefer to be in the global queue, |
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// add it to the local queue. |
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WorkStealingQueue<Task> wsq = m_wsq; |
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if (wsq != null && ((task.CreationOptions & TaskCreationOptions.PreferFairness) == 0)) |
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{ |
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// Add to the local queue and notify any waiting threads that work is available. |
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// Races may occur which result in missed event notifications, but they're benign in that |
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// this thread will eventually pick up the work item anyway, as will other threads when another |
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// work item notification is received. |
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wsq.LocalPush(task); |
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if (m_threadsWaiting > 0) // OK to read lock-free. |
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{ |
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lock (m_queue) { Monitor.Pulse(m_queue); } |
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} |
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} |
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// Otherwise, add the work item to the global queue |
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else |
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{ |
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lock (m_queue) |
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{ |
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m_queue.Enqueue(task); |
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if (m_threadsWaiting > 0) Monitor.Pulse(m_queue); |
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} |
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} |
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} |
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} |
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|
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/// <summary>Executes a task on the current thread.</summary> |
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/// <param name="task">The task to be executed.</param> |
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/// <param name="taskWasPreviouslyQueued">Ignored.</param> |
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/// <returns>Whether the task could be executed.</returns> |
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protected override bool TryExecuteTaskInline(Task task, bool taskWasPreviouslyQueued) |
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{ |
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return TryExecuteTask(task); |
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|
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// // Optional replacement: Instead of always trying to execute the task (which could |
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// // benignly leave a task in the queue that's already been executed), we |
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// // can search the current work-stealing queue and remove the task, |
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// // executing it inline only if it's found. |
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// WorkStealingQueue<Task> wsq = m_wsq; |
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// return wsq != null && wsq.TryFindAndPop(task) && TryExecuteTask(task); |
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} |
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|
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/// <summary>Gets the maximum concurrency level supported by this scheduler.</summary> |
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public override int MaximumConcurrencyLevel |
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{ |
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get { return m_concurrencyLevel; } |
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} |
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|
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/// <summary>Gets all of the tasks currently scheduled to this scheduler.</summary> |
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/// <returns>An enumerable containing all of the scheduled tasks.</returns> |
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protected override IEnumerable<Task> GetScheduledTasks() |
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{ |
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// Keep track of all of the tasks we find |
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List<Task> tasks = new List<Task>(); |
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|
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// Get all of the global tasks. We use TryEnter so as not to hang |
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// a debugger if the lock is held by a frozen thread. |
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bool lockTaken = false; |
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try |
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{ |
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Monitor.TryEnter(m_queue, ref lockTaken); |
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if (lockTaken) tasks.AddRange(m_queue.ToArray()); |
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else throw new NotSupportedException(); |
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} |
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finally |
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{ |
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if (lockTaken) Monitor.Exit(m_queue); |
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} |
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|
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// Now get all of the tasks from the work-stealing queues |
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WorkStealingQueue<Task>[] queues = m_wsQueues; |
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for (int i = 0; i < queues.Length; i++) |
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{ |
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WorkStealingQueue<Task> wsq = queues[i]; |
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if (wsq != null) tasks.AddRange(wsq.ToArray()); |
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} |
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|
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// Return to the debugger all of the collected task instances |
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return tasks; |
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} |
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|
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/// <summary>Adds a work-stealing queue to the set of queues.</summary> |
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/// <param name="wsq">The queue to be added.</param> |
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private void AddWsq(WorkStealingQueue<Task> wsq) |
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{ |
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lock (m_wsQueues) |
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{ |
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// Find the next open slot in the array. If we find one, |
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// store the queue and we're done. |
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int i; |
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for (i = 0; i < m_wsQueues.Length; i++) |
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{ |
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if (m_wsQueues[i] == null) |
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{ |
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m_wsQueues[i] = wsq; |
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return; |
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} |
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} |
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|
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// We couldn't find an open slot, so double the length |
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// of the array by creating a new one, copying over, |
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// and storing the new one. Here, i == m_wsQueues.Length. |
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WorkStealingQueue<Task>[] queues = new WorkStealingQueue<Task>[i * 2]; |
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Array.Copy(m_wsQueues, queues, i); |
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queues[i] = wsq; |
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m_wsQueues = queues; |
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} |
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} |
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|
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/// <summary>Remove a work-stealing queue from the set of queues.</summary> |
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/// <param name="wsq">The work-stealing queue to remove.</param> |
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private void RemoveWsq(WorkStealingQueue<Task> wsq) |
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{ |
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lock (m_wsQueues) |
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{ |
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// Find the queue, and if/when we find it, null out its array slot |
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for (int i = 0; i < m_wsQueues.Length; i++) |
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{ |
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if (m_wsQueues[i] == wsq) |
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{ |
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m_wsQueues[i] = null; |
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} |
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} |
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} |
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} |
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|
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/// <summary> |
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/// The dispatch loop run by each thread in the scheduler. |
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/// </summary> |
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private void DispatchLoop() |
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{ |
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// Create a new queue for this thread, store it in TLS for later retrieval, |
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// and add it to the set of queues for this scheduler. |
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WorkStealingQueue<Task> wsq = new WorkStealingQueue<Task>(); |
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m_wsq = wsq; |
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AddWsq(wsq); |
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|
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try |
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{ |
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// Until there's no more work to do... |
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while (true) |
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{ |
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Task wi = null; |
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|
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// Search order: (1) local WSQ, (2) global Q, (3) steals from other queues. |
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if (!wsq.LocalPop(ref wi)) |
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{ |
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// We weren't able to get a task from the local WSQ |
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bool searchedForSteals = false; |
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while (true) |
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{ |
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lock (m_queue) |
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{ |
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// If shutdown was requested, exit the thread. |
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if (m_shutdown) |
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return; |
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|
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// (2) try the global queue. |
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if (m_queue.Count != 0) |
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{ |
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// We found a work item! Grab it ... |
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wi = m_queue.Dequeue(); |
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break; |
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} |
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else if (searchedForSteals) |
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{ |
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// Note that we're not waiting for work, and then wait |
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m_threadsWaiting++; |
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try { Monitor.Wait(m_queue); } |
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finally { m_threadsWaiting--; } |
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|
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// If we were signaled due to shutdown, exit the thread. |
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if (m_shutdown) |
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return; |
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searchedForSteals = false; |
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continue; |
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} |
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} |
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|
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// (3) try to steal. |
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WorkStealingQueue<Task>[] wsQueues = m_wsQueues; |
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int i; |
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for (i = 0; i < wsQueues.Length; i++) |
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{ |
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WorkStealingQueue<Task> q = wsQueues[i]; |
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if (q != null && q != wsq && q.TrySteal(ref wi)) break; |
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} |
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|
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if (i != wsQueues.Length) break; |
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searchedForSteals = true; |
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} |
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} |
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// ...and Invoke it. |
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TryExecuteTask(wi); |
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} |
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} |
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finally |
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{ |
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RemoveWsq(wsq); |
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} |
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} |
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|
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/// <summary>Signal the scheduler to shutdown and wait for all threads to finish.</summary> |
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public void Dispose() |
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{ |
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m_shutdown = true; |
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if (m_queue != null && m_threads.IsValueCreated) |
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{ |
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var threads = m_threads.Value; |
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lock (m_queue) Monitor.PulseAll(m_queue); |
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for (int i = 0; i < threads.Length; i++) threads[i].Join(); |
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} |
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} |
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} |
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|
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/// <summary>A work-stealing queue.</summary> |
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/// <typeparam name="T">Specifies the type of data stored in the queue.</typeparam> |
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internal class WorkStealingQueue<T> where T : class |
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{ |
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private const int INITIAL_SIZE = 32; |
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private T[] m_array = new T[INITIAL_SIZE]; |
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private int m_mask = INITIAL_SIZE - 1; |
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private volatile int m_headIndex = 0; |
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private volatile int m_tailIndex = 0; |
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|
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private object m_foreignLock = new object(); |
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|
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internal void LocalPush(T obj) |
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{ |
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int tail = m_tailIndex; |
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|
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// When there are at least 2 elements' worth of space, we can take the fast path. |
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if (tail < m_headIndex + m_mask) |
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{ |
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m_array[tail & m_mask] = obj; |
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m_tailIndex = tail + 1; |
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} |
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else |
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{ |
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// We need to contend with foreign pops, so we lock. |
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lock (m_foreignLock) |
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{ |
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int head = m_headIndex; |
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int count = m_tailIndex - m_headIndex; |
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|
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// If there is still space (one left), just add the element. |
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if (count >= m_mask) |
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{ |
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// We're full; expand the queue by doubling its size. |
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T[] newArray = new T[m_array.Length << 1]; |
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for (int i = 0; i < m_array.Length; i++) |
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newArray[i] = m_array[(i + head) & m_mask]; |
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|
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// Reset the field values, incl. the mask. |
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m_array = newArray; |
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m_headIndex = 0; |
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m_tailIndex = tail = count; |
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m_mask = (m_mask << 1) | 1; |
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} |
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|
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m_array[tail & m_mask] = obj; |
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m_tailIndex = tail + 1; |
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} |
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} |
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} |
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|
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internal bool LocalPop(ref T obj) |
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{ |
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while (true) |
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{ |
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// Decrement the tail using a fence to ensure subsequent read doesn't come before. |
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int tail = m_tailIndex; |
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if (m_headIndex >= tail) |
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{ |
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obj = null; |
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return false; |
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} |
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|
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tail -= 1; |
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#pragma warning disable 0420 |
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Interlocked.Exchange(ref m_tailIndex, tail); |
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#pragma warning restore 0420 |
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|
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// If there is no interaction with a take, we can head down the fast path. |
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if (m_headIndex <= tail) |
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{ |
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int idx = tail & m_mask; |
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obj = m_array[idx]; |
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|
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// Check for nulls in the array. |
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if (obj == null) continue; |
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|
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m_array[idx] = null; |
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return true; |
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} |
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else |
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{ |
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// Interaction with takes: 0 or 1 elements left. |
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lock (m_foreignLock) |
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{ |
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if (m_headIndex <= tail) |
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{ |
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// Element still available. Take it. |
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int idx = tail & m_mask; |
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obj = m_array[idx]; |
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|
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// Check for nulls in the array. |
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if (obj == null) continue; |
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|
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m_array[idx] = null; |
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return true; |
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} |
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else |
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{ |
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// We lost the race, element was stolen, restore the tail. |
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m_tailIndex = tail + 1; |
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obj = null; |
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return false; |
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} |
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} |
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} |
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} |
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} |
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|
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internal bool TrySteal(ref T obj) |
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{ |
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obj = null; |
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|
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while (true) |
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{ |
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if (m_headIndex >= m_tailIndex) |
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return false; |
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|
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lock (m_foreignLock) |
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{ |
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// Increment head, and ensure read of tail doesn't move before it (fence). |
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int head = m_headIndex; |
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#pragma warning disable 0420 |
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Interlocked.Exchange(ref m_headIndex, head + 1); |
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#pragma warning restore 0420 |
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|
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if (head < m_tailIndex) |
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{ |
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int idx = head & m_mask; |
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obj = m_array[idx]; |
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|
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// Check for nulls in the array. |
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if (obj == null) continue; |
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|
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m_array[idx] = null; |
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return true; |
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} |
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else |
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{ |
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// Failed, restore head. |
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m_headIndex = head; |
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obj = null; |
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} |
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} |
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|
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return false; |
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} |
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} |
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|
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internal bool TryFindAndPop(T obj) |
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{ |
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// We do an O(N) search for the work item. The theory of work stealing and our |
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// inlining logic is that most waits will happen on recently queued work. And |
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// since recently queued work will be close to the tail end (which is where we |
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// begin our search), we will likely find it quickly. In the worst case, we |
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// will traverse the whole local queue; this is typically not going to be a |
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// problem (although degenerate cases are clearly an issue) because local work |
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// queues tend to be somewhat shallow in length, and because if we fail to find |
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// the work item, we are about to block anyway (which is very expensive). |
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|
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for (int i = m_tailIndex - 1; i >= m_headIndex; i--) |
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{ |
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if (m_array[i & m_mask] == obj) |
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{ |
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// If we found the element, block out steals to avoid interference. |
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lock (m_foreignLock) |
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{ |
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// If we lost the race, bail. |
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if (m_array[i & m_mask] == null) |
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{ |
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return false; |
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} |
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|
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// Otherwise, null out the element. |
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m_array[i & m_mask] = null; |
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|
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// And then check to see if we can fix up the indexes (if we're at |
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// the edge). If we can't, we just leave nulls in the array and they'll |
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// get filtered out eventually (but may lead to superflous resizing). |
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if (i == m_tailIndex) |
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m_tailIndex -= 1; |
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else if (i == m_headIndex) |
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m_headIndex += 1; |
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|
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return true; |
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} |
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} |
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} |
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|
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return false; |
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} |
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|
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internal T[] ToArray() |
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{ |
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List<T> list = new List<T>(); |
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for (int i = m_tailIndex - 1; i >= m_headIndex; i--) |
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{ |
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T obj = m_array[i & m_mask]; |
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if (obj != null) list.Add(obj); |
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} |
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return list.ToArray(); |
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} |
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} |
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} |