// Copyright 2017 the V8 project authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "src/heap/barrier.h" #include "src/base/platform/platform.h" #include "testing/gtest/include/gtest/gtest.h" namespace v8 { namespace internal { namespace heap { TEST(OneshotBarrier, InitializeNotDone) { OneshotBarrier barrier; EXPECT_FALSE(barrier.DoneForTesting()); } TEST(OneshotBarrier, DoneAfterWait_Sequential) { OneshotBarrier barrier; barrier.Start(); barrier.Wait(); EXPECT_TRUE(barrier.DoneForTesting()); } namespace { class ThreadWaitingOnBarrier final : public base::Thread { public: ThreadWaitingOnBarrier() : base::Thread(Options("ThreadWaitingOnBarrier")), barrier_(nullptr) {} void Initialize(OneshotBarrier* barrier) { barrier_ = barrier; } void Run() final { barrier_->Wait(); } private: OneshotBarrier* barrier_; }; } // namespace TEST(OneshotBarrier, DoneAfterWait_Concurrent) { const int kThreadCount = 2; OneshotBarrier barrier; ThreadWaitingOnBarrier threads[kThreadCount]; for (int i = 0; i < kThreadCount; i++) { threads[i].Initialize(&barrier); // All threads need to call Wait() to be done. barrier.Start(); } for (int i = 0; i < kThreadCount; i++) { threads[i].Start(); } for (int i = 0; i < kThreadCount; i++) { threads[i].Join(); } EXPECT_TRUE(barrier.DoneForTesting()); } TEST(OneshotBarrier, EarlyFinish_Concurrent) { const int kThreadCount = 2; OneshotBarrier barrier; ThreadWaitingOnBarrier threads[kThreadCount]; // Test that one thread that actually finishes processing work before other // threads call Start() will move the barrier in Done state. barrier.Start(); barrier.Wait(); EXPECT_TRUE(barrier.DoneForTesting()); for (int i = 0; i < kThreadCount; i++) { threads[i].Initialize(&barrier); // All threads need to call Wait() to be done. barrier.Start(); } for (int i = 0; i < kThreadCount; i++) { threads[i].Start(); } for (int i = 0; i < kThreadCount; i++) { threads[i].Join(); } EXPECT_TRUE(barrier.DoneForTesting()); } namespace { class CountingThread final : public base::Thread { public: CountingThread(OneshotBarrier* barrier, base::Mutex* mutex, size_t* work) : base::Thread(Options("CountingThread")), barrier_(barrier), mutex_(mutex), work_(work), processed_work_(0) {} void Run() final { do { ProcessWork(); } while (!barrier_->Wait()); // Main thread is not processing work, so we need one last step. ProcessWork(); } size_t processed_work() const { return processed_work_; } private: void ProcessWork() { base::LockGuard guard(mutex_); processed_work_ += *work_; *work_ = 0; } OneshotBarrier* const barrier_; base::Mutex* const mutex_; size_t* const work_; size_t processed_work_; }; } // namespace TEST(OneshotBarrier, Processing_Concurrent) { const size_t kWorkCounter = 173173; OneshotBarrier barrier; base::Mutex mutex; size_t work = 0; CountingThread counting_thread(&barrier, &mutex, &work); barrier.Start(); barrier.Start(); EXPECT_FALSE(barrier.DoneForTesting()); counting_thread.Start(); for (size_t i = 0; i < kWorkCounter; i++) { { base::LockGuard guard(&mutex); work++; } barrier.NotifyAll(); } barrier.Wait(); counting_thread.Join(); EXPECT_TRUE(barrier.DoneForTesting()); EXPECT_EQ(kWorkCounter, counting_thread.processed_work()); } } // namespace heap } // namespace internal } // namespace v8