v8/test/unittests/heap/barrier-unittest.cc
Michael Lippautz f46456a35c [heap] Add timeout to Scavenger barrier
Speculatively mitigation for renderer hangs in Scavenger
while waiting in a barrier.

Bug: 
Change-Id: I48520e0ffd99123dbe352d2012c911186c187e4b
Reviewed-on: https://chromium-review.googlesource.com/c/1296463
Commit-Queue: Michael Lippautz <mlippautz@chromium.org>
Reviewed-by: Hannes Payer <hpayer@chromium.org>
Reviewed-by: Ulan Degenbaev <ulan@chromium.org>
Cr-Commit-Position: refs/heads/master@{#57130}
2018-10-30 14:28:49 +00:00

154 lines
3.8 KiB
C++

// 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 "src/base/platform/time.h"
#include "testing/gtest/include/gtest/gtest.h"
namespace v8 {
namespace internal {
namespace heap {
namespace {
// Large timeout that will not trigger in tests.
constexpr base::TimeDelta test_timeout = base::TimeDelta::FromHours(3);
} // namespace
TEST(OneshotBarrier, InitializeNotDone) {
OneshotBarrier barrier(test_timeout);
EXPECT_FALSE(barrier.DoneForTesting());
}
TEST(OneshotBarrier, DoneAfterWait_Sequential) {
OneshotBarrier barrier(test_timeout);
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(test_timeout);
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(test_timeout);
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::MutexGuard 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(test_timeout);
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::MutexGuard 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