//===-- 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 // So we can check the C++ standard lib macros. #include #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 #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 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 Func, llvm::Optional 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 void call_once(once_flag &flag, Function &&F, Args &&... ArgList) { #if LLVM_THREADING_USE_STD_CALL_ONCE std::call_once(flag, std::forward(F), std::forward(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(F)(std::forward(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 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 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 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 &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