singrdk/base/Kernel/Singularity/Scheduling/AffinityScheduler.cs

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2008-11-17 18:29:00 -05:00
//------------------------------------------------------------------------------
//
// Microsoft Research Singularity
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// Description: $filename$
//
// Minimal round-robin style without priorities scheduler.
//
// AffinityScheduler favors thread that have recently become unblocked
// and tries to avoid reading the clock or reseting the timer as
// much as possible.
//
// The minimal scheduler maintains two queues of threads that can
// be scheduled. The unblockedThreads queue contains threads which
// have become unblocked during this scheduling quantum; mostly,
// these are threads that were unblocked by the running thread.
// The runnableThreads queue contains all other threads that are
// currently runnable. If the current thread blocks, AffinityScheduler
// will schedule threads from the unblockedThread queue, without
// reseting the timer. When the timer finaly fires, AffinityScheduler
// moves all unblockedThreads to the end of the runnableThreads
// queue and schedules the next runnableThread.
//------------------------------------------------------------------------------
using System;
using System.Collections;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using System.Threading;
using Microsoft.Bartok.Options;
using Microsoft.Singularity;
using Microsoft.Singularity.Io;
using Microsoft.Singularity.Scheduling;
namespace Microsoft.Singularity.Scheduling
{
///
/// <summary>
/// Summary description for AffinityScheduler.
/// </summary>
///
[NoCCtor]
[CLSCompliant(false)]
public class AffinityScheduler : Scheduler
{
public AffinityScheduler()
{
}
///
/// <summary>
/// Initialize min scheduler
/// </summary>
///
public override void Initialize() {
// HACK use 30ms for now to give time for debug output.
// If busy, don't run for more than 10ms on same task.
TimeSpan minSlice = TimeSpan.FromMilliseconds(10);
schedulers = new BaseScheduler [Processor.processorTable.Length];
// Create the idle threads and put them on the idleThreads loop.
for (int i = 0; i < Processor.processorTable.Length; i++) {
// Create scheduler
schedulers[i] = BaseSchedulerManager.CreateScheduler(minSlice, i);
}
// Wait until first dispatcher will call into the scheduler
numberOfActiveDispatchers = 0;
}
///
/// <summary>
/// Finalize scheduler object
/// </summary>
///
public override void Finalize()
{
}
///
/// <summary>
/// Notify scheduler about new dispatcher
/// </summary>
///
public override void OnDispatcherInitialize(int dispatcherId)
{
// Increment number of active dispatchers
int dispatchers = Interlocked.Increment (ref numberOfActiveDispatchers);
// Check if a now we really MP enabled
if (dispatchers == Processor.ExpectedProcessors) {
isMPEnabled = true;
}
}
///
/// <summary>
/// Attach thread to scheduler: thread specific initializtion
/// </summary>
///
/// <param name="thread">Thread to attach </param>
/// <param name="constructorCalled">Have we called thread constructor </param>
///
public override void OnThreadStateInitialize(Thread thread, bool constructorCalled)
{
// Only initialize thread-local state! No locks held and interrupts on.
}
///
/// <summary>
/// Start thread - put a thread on unblocked queue so it can be run
/// </summary>
///
/// <param name="thread">Thread to start </param>
///
public override void OnThreadStart(Thread thread)
{
// TODO: this needs to check whether the processor is running yet.
int threadID = thread.GetThreadId();
// NOTE Affinity may be legally set to any int. NoAffinity(-1) is special.
// All other ints must be converted to a legal index into the processor table
int initial = thread.Affinity == Thread.NoAffinity
? threadID
: Math.Abs(thread.Affinity);
int cpu = isMPEnabled ? initial % numberOfActiveDispatchers : 0;
thread.Affinity = cpu;
schedulers[cpu].OnThreadStart(thread);
}
///
/// <summary>
/// Block thread - put a thread on block queue and retrieve next thread to run
/// </summary>
///
/// <param name="thread">Thread that blocks </param>
/// <param name="stop">Amount of time for the thread to be blocked</param>
///
public override void OnThreadBlocked(Thread thread, SchedulerTime stop)
{
schedulers[thread.Affinity].OnThreadBlocked(thread, stop);
}
///
/// <summary>
/// Unblock thread - resume thread by putting it on unblock queue. This method
/// can be invoked by threads running on other processors
/// </summary>
///
/// <param name="thread">Thread to resume </param>
///
[NoHeapAllocation]
public override void OnThreadUnblocked(Thread thread)
{
schedulers[thread.Affinity].OnThreadUnblocked(thread);
}
///
/// <summary>
/// Yield thread - suspend thread based on time slice
/// </summary>
///
/// <param name="thread">Thread that is yielding </param>
///
[NoHeapAllocation]
public override void OnThreadYield(Thread thread)
{
schedulers[thread.Affinity].OnThreadYield(thread);
}
///
/// <summary>
/// Stop thread execution
/// </summary>
///
/// <param name="thread">Thread that is stopping </param>
///
public override void OnThreadStop(Thread thread)
{
schedulers[thread.Affinity].OnThreadStop(thread);
}
///
/// <summary>
/// Increment frozen counter
/// </summary>
///
/// <param name="thread">Thread for which to increment freeze counter </param>
///
public override void OnThreadFreezeIncrement(Thread thread)
{
schedulers[thread.Affinity].OnThreadFreezeIncrement(thread);
}
///
/// <summary>
/// Decrement frozen counter
/// </summary>
///
/// <param name="thread">Thread for which to update freeze counter </param>
///
public override void OnThreadFreezeDecrement(Thread thread)
{
schedulers[thread.Affinity].OnThreadFreezeDecrement(thread);
}
///
/// <summary>
/// Dispatch timer interrupt
/// </summary>
///
/// <param name = "affinity">Processor affinity</param>
/// <param name = "now">Current time</param>
/// <param name ="deferredWakeupQueue">
/// Queue used to put threads to be waken up. Latter on dispatcher will add threads
/// to scheduler's runnable queue
/// </param>
///
[CLSCompliant(false)]
[NoHeapAllocation]
public override TimeSpan OnTimerInterrupt(int affinity, SchedulerTime now)
{
return schedulers[affinity].OnTimerInterrupt(affinity, now);
}
///
/// <summary>
/// Add thread to runnable queue. This methods is called by dispatcher at the
/// point when both dispatcher lock and interrupts are disabled
/// </summary>
///
/// <param name="thread">Thread to add to runnable queue </param>
/// <param name="hint">Place to where enqueue thread in a runnable queue</param>
///
[Inline]
[NoHeapAllocation]
public override void AddRunnableThread(Thread thread)
{
schedulers[thread.Affinity].AddRunnableThread(thread);
}
///
/// <summary>
/// Run scheduling policy to decide the next thread to run
/// </summary>
///
/// <param name="schedulerAffinity">The affinity of the scheduler</param>
/// <param name="runningThreadAffinity">The running thread returned should be
/// set to this affinity. It's same as schedulerAffinity except during
/// thread migration
/// </param>
/// <param name="currentThread">the thread currently running</param>
/// <param name="schedulerAction">thread state to change to for the current thread</param>
/// <param name="currentTime">Current system time</param>
///
[NoHeapAllocation]
public override Thread RunPolicy(
int schedulerAffinity,
int runningThreadAffinity,
Thread currentThread,
ThreadState schedulerAction,
SchedulerTime currentTime)
{
// Assert preconditions: current thread can be either NULL or its base scheduler
// should be the same as specified by affinity
VTable.Assert(currentThread == null ||
currentThread.Affinity == schedulerAffinity);
// Use affinity to derive actual scheduler
return schedulers[schedulerAffinity].RunPolicy(
schedulerAffinity,
runningThreadAffinity,
currentThread,
schedulerAction,
currentTime);
}
///
/// <summary>
/// Suspend thread and wait until it is suspended.
/// </summary>
///
/// <param name="thread">Thread to suspend </param>
///
[NoHeapAllocation]
public override void Suspend(Thread thread)
{
schedulers[thread.Affinity].Suspend(thread);
}
///
/// <summary>
/// Resume thread from being suspended
/// </summary>
///
/// <param name="thread">Thread to resume </param>
///
[NoHeapAllocation]
public override void Resume(Thread thread)
{
schedulers[thread.Affinity].Resume(thread);
}
///
/// <summary>
/// Retrieve scheduler lock - used by dispatcher to protect scheduler state
/// </summary>
///
/// <param name="affinity">Affinity of dispatcher making actual call</param>
///
[CLSCompliant(false)]
[NoHeapAllocation]
internal override SchedulerLock RetrieveSchedulerLock(int affinity)
{
// Use the our defualt scheder's to return
return schedulers[affinity].MyLock;
}
/// <summary>An array of schedulers</summary>
private static BaseScheduler [] schedulers;
/// <summary> A number of active dispatchers </summary>
private static int numberOfActiveDispatchers;
/// <summary> Flag showing whether multi processing is enabled </summary>
private static bool isMPEnabled;
}
}