6df4c37779
Fixing clang-tidy warning. Bug: v8:8015 Change-Id: Ibdb4b81e1ba764d73bac6592eeef5783097076fc Reviewed-on: https://chromium-review.googlesource.com/1225896 Reviewed-by: Hannes Payer <hpayer@chromium.org> Commit-Queue: Florian Sattler <sattlerf@google.com> Cr-Commit-Position: refs/heads/master@{#55965}
306 lines
8.5 KiB
C++
306 lines
8.5 KiB
C++
// Copyright 2017 the V8 project authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#include "src/heap/item-parallel-job.h"
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#include "src/isolate.h"
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#include "test/unittests/test-utils.h"
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namespace v8 {
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namespace internal {
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class ItemParallelJobTest : public TestWithIsolate {
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public:
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ItemParallelJobTest() : parallel_job_semaphore_(0) {}
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base::Semaphore* parallel_job_semaphore() { return ¶llel_job_semaphore_; }
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private:
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base::Semaphore parallel_job_semaphore_;
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DISALLOW_COPY_AND_ASSIGN(ItemParallelJobTest);
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};
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namespace {
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class SimpleTask : public ItemParallelJob::Task {
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public:
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SimpleTask(Isolate* isolate, bool* did_run)
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: ItemParallelJob::Task(isolate), did_run_(did_run) {}
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void RunInParallel() override {
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ItemParallelJob::Item* item = nullptr;
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while ((item = GetItem<ItemParallelJob::Item>()) != nullptr) {
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item->MarkFinished();
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}
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*did_run_ = true;
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}
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private:
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bool* did_run_;
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};
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// A simple work item which sets |was_processed| to true, if non-null, when it
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// is processed.
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class SimpleItem : public ItemParallelJob::Item {
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public:
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explicit SimpleItem(bool* was_processed = nullptr)
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: ItemParallelJob::Item(), was_processed_(was_processed) {}
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void Process() {
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if (was_processed_) *was_processed_ = true;
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}
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private:
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bool* was_processed_;
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};
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class EagerTask : public ItemParallelJob::Task {
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public:
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explicit EagerTask(Isolate* isolate) : ItemParallelJob::Task(isolate) {}
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void RunInParallel() override {
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SimpleItem* item = nullptr;
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while ((item = GetItem<SimpleItem>()) != nullptr) {
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item->Process();
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item->MarkFinished();
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}
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}
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};
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// A OneShotBarrier is meant to be passed to |counter| users. Users should
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// either Signal() or Wait() when done (based on whether they want to return
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// immediately or wait until others are also done).
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class OneShotBarrier {
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public:
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explicit OneShotBarrier(size_t counter) : counter_(counter) {
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DCHECK_GE(counter_, 0);
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}
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void Wait() {
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DCHECK_NE(counter_, 0);
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mutex_.Lock();
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counter_--;
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if (counter_ == 0) {
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condition_.NotifyAll();
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} else {
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while (counter_ > 0) {
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condition_.Wait(&mutex_);
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}
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}
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mutex_.Unlock();
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}
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void Signal() {
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mutex_.Lock();
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counter_--;
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if (counter_ == 0) {
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condition_.NotifyAll();
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}
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mutex_.Unlock();
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}
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private:
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base::Mutex mutex_;
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base::ConditionVariable condition_;
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size_t counter_;
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};
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// A task that only processes a single item. Signals |barrier| when done; if
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// |wait_when_done|, will blocks until all other tasks have signaled |barrier|.
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// If |did_process_an_item| is non-null, will set it to true if it does process
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// an item. Otherwise, it will expect to get an item to process (and will report
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// a failure if it doesn't).
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class TaskProcessingOneItem : public ItemParallelJob::Task {
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public:
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TaskProcessingOneItem(Isolate* isolate, OneShotBarrier* barrier,
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bool wait_when_done,
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bool* did_process_an_item = nullptr)
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: ItemParallelJob::Task(isolate),
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barrier_(barrier),
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wait_when_done_(wait_when_done),
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did_process_an_item_(did_process_an_item) {}
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void RunInParallel() override {
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SimpleItem* item = GetItem<SimpleItem>();
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if (did_process_an_item_) {
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*did_process_an_item_ = item != nullptr;
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} else {
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EXPECT_NE(nullptr, item);
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}
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if (item) {
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item->Process();
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item->MarkFinished();
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}
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if (wait_when_done_) {
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barrier_->Wait();
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} else {
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barrier_->Signal();
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}
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}
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private:
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OneShotBarrier* barrier_;
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bool wait_when_done_;
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bool* did_process_an_item_;
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};
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class TaskForDifferentItems;
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class BaseItem : public ItemParallelJob::Item {
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public:
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~BaseItem() override = default;
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virtual void ProcessItem(TaskForDifferentItems* task) = 0;
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};
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class TaskForDifferentItems : public ItemParallelJob::Task {
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public:
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explicit TaskForDifferentItems(Isolate* isolate, bool* processed_a,
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bool* processed_b)
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: ItemParallelJob::Task(isolate),
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processed_a_(processed_a),
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processed_b_(processed_b) {}
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~TaskForDifferentItems() override = default;
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void RunInParallel() override {
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BaseItem* item = nullptr;
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while ((item = GetItem<BaseItem>()) != nullptr) {
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item->ProcessItem(this);
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item->MarkFinished();
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}
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}
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void ProcessA() { *processed_a_ = true; }
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void ProcessB() { *processed_b_ = true; }
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private:
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bool* processed_a_;
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bool* processed_b_;
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};
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class ItemA : public BaseItem {
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public:
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~ItemA() override = default;
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void ProcessItem(TaskForDifferentItems* task) override { task->ProcessA(); }
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};
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class ItemB : public BaseItem {
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public:
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~ItemB() override = default;
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void ProcessItem(TaskForDifferentItems* task) override { task->ProcessB(); }
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};
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} // namespace
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// ItemParallelJob runs tasks even without work items (as requested tasks may be
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// responsible for post-processing).
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TEST_F(ItemParallelJobTest, SimpleTaskWithNoItemsRuns) {
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bool did_run = false;
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ItemParallelJob job(i_isolate()->cancelable_task_manager(),
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parallel_job_semaphore());
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job.AddTask(new SimpleTask(i_isolate(), &did_run));
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job.Run(i_isolate()->async_counters());
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EXPECT_TRUE(did_run);
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}
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TEST_F(ItemParallelJobTest, SimpleTaskWithSimpleItemRuns) {
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bool did_run = false;
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ItemParallelJob job(i_isolate()->cancelable_task_manager(),
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parallel_job_semaphore());
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job.AddTask(new SimpleTask(i_isolate(), &did_run));
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job.AddItem(new ItemParallelJob::Item);
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job.Run(i_isolate()->async_counters());
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EXPECT_TRUE(did_run);
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}
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TEST_F(ItemParallelJobTest, MoreTasksThanItems) {
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const int kNumTasks = 128;
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const int kNumItems = kNumTasks - 4;
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TaskProcessingOneItem* tasks[kNumTasks] = {};
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bool did_process_an_item[kNumTasks] = {};
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ItemParallelJob job(i_isolate()->cancelable_task_manager(),
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parallel_job_semaphore());
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// The barrier ensures that all tasks run. But only the first kNumItems tasks
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// should be assigned an item to execute.
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OneShotBarrier barrier(kNumTasks);
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for (int i = 0; i < kNumTasks; i++) {
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// Block the main thread when done to prevent it from returning control to
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// the job (which could cancel tasks that have yet to be scheduled).
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const bool wait_when_done = i == 0;
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tasks[i] = new TaskProcessingOneItem(i_isolate(), &barrier, wait_when_done,
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&did_process_an_item[i]);
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job.AddTask(tasks[i]);
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}
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for (int i = 0; i < kNumItems; i++) {
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job.AddItem(new SimpleItem);
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}
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job.Run(i_isolate()->async_counters());
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for (int i = 0; i < kNumTasks; i++) {
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// Only the first kNumItems tasks should have been assigned a work item.
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EXPECT_EQ(i < kNumItems, did_process_an_item[i]);
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}
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}
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TEST_F(ItemParallelJobTest, SingleThreadProcessing) {
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const int kItems = 111;
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bool was_processed[kItems] = {};
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ItemParallelJob job(i_isolate()->cancelable_task_manager(),
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parallel_job_semaphore());
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job.AddTask(new EagerTask(i_isolate()));
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for (int i = 0; i < kItems; i++) {
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job.AddItem(new SimpleItem(&was_processed[i]));
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}
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job.Run(i_isolate()->async_counters());
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for (int i = 0; i < kItems; i++) {
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EXPECT_TRUE(was_processed[i]);
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}
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}
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TEST_F(ItemParallelJobTest, DistributeItemsMultipleTasks) {
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const int kItemsAndTasks = 256;
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bool was_processed[kItemsAndTasks] = {};
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OneShotBarrier barrier(kItemsAndTasks);
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ItemParallelJob job(i_isolate()->cancelable_task_manager(),
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parallel_job_semaphore());
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for (int i = 0; i < kItemsAndTasks; i++) {
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job.AddItem(new SimpleItem(&was_processed[i]));
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// Block the main thread when done to prevent it from returning control to
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// the job (which could cancel tasks that have yet to be scheduled).
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const bool wait_when_done = i == 0;
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job.AddTask(
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new TaskProcessingOneItem(i_isolate(), &barrier, wait_when_done));
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}
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job.Run(i_isolate()->async_counters());
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for (int i = 0; i < kItemsAndTasks; i++) {
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EXPECT_TRUE(was_processed[i]);
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}
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}
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TEST_F(ItemParallelJobTest, DifferentItems) {
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bool item_a = false;
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bool item_b = false;
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ItemParallelJob job(i_isolate()->cancelable_task_manager(),
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parallel_job_semaphore());
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job.AddItem(new ItemA());
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job.AddItem(new ItemB());
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job.AddTask(new TaskForDifferentItems(i_isolate(), &item_a, &item_b));
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job.Run(i_isolate()->async_counters());
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EXPECT_TRUE(item_a);
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EXPECT_TRUE(item_b);
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}
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} // namespace internal
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} // namespace v8
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