LockAlgorithmInlines.h   [plain text]


/*
 * Copyright (C) 2015-2017 Apple Inc. All rights reserved.
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#pragma once

#include <wtf/DataLog.h>
#include <wtf/LockAlgorithm.h>
#include <wtf/ParkingLot.h>
#include <wtf/Threading.h>

// It's a good idea to avoid including this header in too many places, so that it's possible to change
// the lock algorithm slow path without recompiling the world. Right now this should be included in two
// places (Lock.cpp and JSCell.cpp).

namespace WTF {

template<typename LockType, LockType isHeldBit, LockType hasParkedBit, typename Hooks>
void LockAlgorithm<LockType, isHeldBit, hasParkedBit, Hooks>::lockSlow(Atomic<LockType>& lock)
{
    // This magic number turns out to be optimal based on past JikesRVM experiments.
    static const unsigned spinLimit = 40;
    
    unsigned spinCount = 0;
    
    for (;;) {
        LockType currentValue = lock.load();
        
        // We allow ourselves to barge in.
        if (!(currentValue & isHeldBit)) {
            if (lock.compareExchangeWeak(currentValue, Hooks::lockHook(currentValue | isHeldBit)))
                return;
            continue;
        }

        // If there is nobody parked and we haven't spun too much, we can just try to spin around.
        if (!(currentValue & hasParkedBit) && spinCount < spinLimit) {
            spinCount++;
            Thread::yield();
            continue;
        }

        // Need to park. We do this by setting the parked bit first, and then parking. We spin around
        // if the parked bit wasn't set and we failed at setting it.
        if (!(currentValue & hasParkedBit)) {
            LockType newValue = Hooks::parkHook(currentValue | hasParkedBit);
            if (!lock.compareExchangeWeak(currentValue, newValue))
                continue;
            currentValue = newValue;
        }
        
        if (!(currentValue & isHeldBit)) {
            dataLog("Lock not held!\n");
            RELEASE_ASSERT_NOT_REACHED();
        }
        if (!(currentValue & hasParkedBit)) {
            dataLog("Lock not parked!\n");
            RELEASE_ASSERT_NOT_REACHED();
        }

        // We now expect the value to be isHeld|hasParked. So long as that's the case, we can park.
        ParkingLot::ParkResult parkResult =
            ParkingLot::compareAndPark(&lock, currentValue);
        if (parkResult.wasUnparked) {
            switch (static_cast<Token>(parkResult.token)) {
            case DirectHandoff:
                // The lock was never released. It was handed to us directly by the thread that did
                // unlock(). This means we're done!
                RELEASE_ASSERT(isLocked(lock));
                return;
            case BargingOpportunity:
                // This is the common case. The thread that called unlock() has released the lock,
                // and we have been woken up so that we may get an opportunity to grab the lock. But
                // other threads may barge, so the best that we can do is loop around and try again.
                break;
            }
        }

        // We have awoken, or we never parked because the byte value changed. Either way, we loop
        // around and try again.
    }
}

template<typename LockType, LockType isHeldBit, LockType hasParkedBit, typename Hooks>
void LockAlgorithm<LockType, isHeldBit, hasParkedBit, Hooks>::unlockSlow(Atomic<LockType>& lock, Fairness fairness)
{
    // We could get here because the weak CAS in unlock() failed spuriously, or because there is
    // someone parked. So, we need a CAS loop: even if right now the lock is just held, it could
    // be held and parked if someone attempts to lock just as we are unlocking.
    for (;;) {
        uint8_t oldByteValue = lock.load();
        if ((oldByteValue & mask) != isHeldBit
            && (oldByteValue & mask) != (isHeldBit | hasParkedBit)) {
            dataLog("Invalid value for lock: ", oldByteValue, "\n");
            RELEASE_ASSERT_NOT_REACHED();
        }
        
        if ((oldByteValue & mask) == isHeldBit) {
            if (lock.compareExchangeWeak(oldByteValue, Hooks::unlockHook(oldByteValue & ~isHeldBit)))
                return;
            continue;
        }

        // Someone is parked. Unpark exactly one thread. We may hand the lock to that thread
        // directly, or we will unlock the lock at the same time as we unpark to allow for barging.
        // When we unlock, we may leave the parked bit set if there is a chance that there are still
        // other threads parked.
        ASSERT((oldByteValue & mask) == (isHeldBit | hasParkedBit));
        ParkingLot::unparkOne(
            &lock,
            [&] (ParkingLot::UnparkResult result) -> intptr_t {
                // We are the only ones that can clear either the isHeldBit or the hasParkedBit,
                // so we should still see both bits set right now.
                ASSERT((lock.load() & mask) == (isHeldBit | hasParkedBit));
                
                if (result.didUnparkThread && (fairness == Fair || result.timeToBeFair)) {
                    // We don't unlock anything. Instead, we hand the lock to the thread that was
                    // waiting.
                    lock.transaction(
                        [&] (LockType& value) -> bool {
                            LockType newValue = Hooks::handoffHook(value);
                            if (newValue == value)
                                return false;
                            value = newValue;
                            return true;
                        });
                    return DirectHandoff;
                }
                
                lock.transaction(
                    [&] (LockType& value) -> bool {
                        value &= ~mask;
                        value = Hooks::unlockHook(value);
                        if (result.mayHaveMoreThreads)
                            value |= hasParkedBit;
                        return true;
                    });
                return BargingOpportunity;
            });
        return;
    }
}

} // namespace WTF