atomic原子编程中的Memory Order
在多核编程中,我们使用内核对象【如:事件对象(Event)、互斥量对象(Mutex,或互斥体对象)、信号量对象(Semaphore)等】来避免多个线程修改同一个数据时产生的竞争条件。
但是,基于内核对象的同步,会带来昂贵的上下文切换(用户态切换到内核态,占用1000个以上的cpu周期)。就需要使用另一种方法 —— 原子指令。
| 原子指令(x为std::atomic类型) | 说明 |
| x.load() |
读操作 返回x的值 |
| x.store(n) |
写操作 把x设为n,什么都不返回 |
| x.exchange(n) | 把x设为n,返回设定之前的值 |
| x.fetch_add(n) | 原子地做x += n,返回修改之前的值 |
| x.fetch_sub(n) | 原子地做x-= n,返回修改之前的值 |
仅靠原子技术实现不了对资源的访问控制,即使简单计数操作,看上去正确的代码也可能会crash。
这里的关键在于编译器和cpu实施的重排指令导致了读写顺序的变化。只要没有依赖,代码中在后面的指令就可能跑到前面去,编译器和CPU都会这么做。
PowerPC和ARM等弱排序cpu会进行指令重排(依赖内存栅栏指令);而Intel x86, x86-64强排序cpu,总能保证按顺序执行,遵从数据依赖顺序
注1:单线程代码不需要关心乱序的问题。因为乱序至少要保证这一原则:不能改变单线程程序的执行行为
注2:内核对象多线程编程在设计的时候都阻止了它们调用点中的乱序(已经隐式包含memory barrier),不需要考虑乱序的问题
注3:使用用户模式下的线程同步时,乱序的效果才会显露无疑
std::atomic 本身就具备编译期内存屏障(compiler barrier)功能,并且还具备运行时内存屏障(hardware barrier)功能。这是 C++11 及以后标准内存模型的核心特性之一。
注1:如果需要barrier行为,优先用 std::atomic,不要用裸的volatile或手写 barrier
注2:如果只需要 barrier 而不需要原子性,可以用 std::atomic_signal_fence(运行时+编译期)或 std::atomic_thread_fence(仅编译期)
注3:std::atomic 的所有成员函数(如 store, load, exchange, fetch_add 等)都会阻止编译器对相关内存操作的重排序。也就是说,编译器不会把对 std::atomic 的操作与其前后的普通内存操作随意重排
注4:对于大多数平台,std::atomic 的操作还会在必要时插入 CPU 指令级的内存屏障,确保多线程下的可见性和顺序性
可以通过 std::memory_order 参数精细控制屏障的强度(如 memory_order_relaxed, memory_order_acquire, memory_order_release, memory_order_seq_cst 等)
注5:默认的memory_order_seq_cst 是最强的,既保证编译器不重排,也保证 CPU 不重排
程序员可以使用c++11 atomic提供了6种memory order,来在编程语言层面对编译器和cpu实施的重排指令行为进行控制
| memory order | 作用 |
| memory_order_relaxed | 无fencing作用,cpu可以任意重排指令 |
| memory_order_consume |
后面依赖此原子变量的访存指令勿重排至此条指令之前 注:性能比memory_order_acquire高 |
| memory_order_acquire | 后面访存指令勿重排至此条指令之前 |
| memory_order_release | 前面访存指令勿重排到此条指令之后 |
| memory_order_acq_rel | acquare + release |
| memory_order_seq_cst | acq_rel + 所有使用seq_cst的指令有严格的全序关系 |
多线程编程时,通过这些标志位,来读写原子变量,可以组合出4种同步模型:
Relaxed ordering
Release-Acquire ordering
Release-Consume ordering
Sequentially-consistent ordering
默认情况下,std::atomic使用的是Sequentially-consistent ordering(最严格的同步模型)。但在某些场景下,合理使用其它3种ordering,可以让CPU优化执行的代码,从而提高性能。
Relaxed ordering
在这种模型下,std::atomic的load()和store()都要带上memory_order_relaxed参数。Relaxed ordering仅仅保证load()和store()是原子操作,除此之外,不提供任何跨线程的同步。
先看看一个简单的例子:
std::atomic<int> x = 0; // global variable std::atomic<int> y = 0; // global variable Thread-1: Thread-2: r1 = y.load(memory_order_relaxed); // A r2 = x.load(memory_order_relaxed); // C x.store(r1, memory_order_relaxed); // B y.store(42, memory_order_relaxed); // D
执行完上面的程序,可能出现r1 == r2 == 42。理解这一点并不难,因为CPU可能调整 C 和 D 的执行顺序。
如果程序的执行顺序是 D -> A -> B -> C,那么就会出现r1 == r2 == 42。
如果某个操作只要求是原子操作,不需要其它同步的保障,就可以使用 Relaxed ordering。程序计数器是一种典型的应用场景。
#include <cassert> #include <vector> #include <iostream> #include <thread> #include <atomic> std::atomic<int> cnt = {0}; void f() { for (int n = 0; n < 1000; ++n) { cnt.fetch_add(1, std::memory_order_relaxed); } } int main() { std::vector<std::thread> v; for (int n = 0; n < 10; ++n) { v.emplace_back(f); } for (auto& t : v) { t.join(); } assert(cnt == 10000); // never failed return 0; }
Release-Acquire ordering
在这种模型下,store()使用memory_order_release,而load()使用memory_order_acquire。这种模型有两种效果,第一种是可以限制 CPU 指令的重排:
(1)在store()之前的所有读写操作,不允许被移动到这个store()的后面。 // write-release语义
(2)在load()之后的所有读写操作,不允许被移动到这个load()的前面。 // read-acquire语义
该模型可以保证:如果Thread-1的store()的那个值,成功被 Thread-2的load()到了,那么 Thread-1在store()之前对内存的所有写入操作,此时对 Thread-2 来说,都是可见的。
下面的例子阐述了这种模型的原理:
#include <thread> #include <atomic> #include <cassert> #include <string> std::atomic<bool> ready{ false }; int data = 0; void producer() { data = 100; // A ready.store(true, std::memory_order_release); // B } void consumer() { while (!ready.load(std::memory_order_acquire)) // C ; assert(data == 100); // never failed // D } int main() { std::thread t1(producer); std::thread t2(consumer); t1.join(); t2.join(); return 0; }
让我们分析一下这个过程:
首先 A 不允许被移动到 B 的后面。
同样 D 也不允许被移动到 C 的前面。
当 C 从 while 循环中退出了,说明 C 读取到了 B store()的那个值,此时,Thread-2 保证能够看见 Thread-1 执行 B 之前的所有写入操作(也即是 A)。
使用Release-Acquire ordering实现双重检查锁模式(DLCP)
下面单件为例来说明:
class Singleton { public: static Singleton* get_instance() { Singleton* tmp = instance_.load(std::memory_order_acquire); if (tmp == nullptr) { std::unique_lock<std::mutex> lk(mutex_); tmp = instance_; if (tmp == nullptr) { tmp = new Singleton(); instance_.store(std::memory_order_release); } } return tmp; } private: Singleton() = default; static std::atomic<Singleton*> instance_; static std::mutex mutex_; };
使用Release-Acquire ordering实现自旋锁(Spinlock)
获取和释放语义,是实现锁的基础(Spinlock, Mutex, RWLock, ...),所有被[Read Acquire,Write Release]包含的区域,即构成了一个临界区,临界区里的内存操作,不会乱序到临界区之外执行。
read-acquire(判断是否加锁,没则加锁,否则循环等待)
-------------------------------------------------------------------------
all memory operation stay between the line(临界区)
-------------------------------------------------------------------------
write-release(释放锁)
实现代码如下:
#include <atomic> class simple_spin_lock { public: simple_spin_lock() = default; void lock() { while (flag.test_and_set(std::memory_order_acquire)) continue; } void unlock() { flag.clear(std::memory_order_release); } private: simple_spin_lock(const simple_spin_lock&) = delete; simple_spin_lock& operator =(const simple_spin_lock&) = delete; std::atomic_flag flag = ATOMIC_FLAG_INIT; };
① 对std::atomic_flag的操作具有原子性,保证了同一时间,只有一个线程能够lock成功,其余线程全部在while循环
② 使用了acquire内存屏障, 所以lock具有获取语义
③ 使用了release内存屏障, 所以unlock具有释放语义
Release-Consume ordering
在这种模型下,store()使用memory_order_release,而load()使用memory_order_consume。这种模型有两种效果,第一种是可以限制 CPU 指令的重排:
(1)在store()之前的所有读写操作,不允许被移动到这个store()的后面。
(2)在load()之后的所有依赖此原子变量的读写操作,不允许被移动到这个load()的前面。
注:不依赖此原子变量的读写操作可能会CPU指令重排
下面的例子阐述了这种模型的原理:
#include <thread> #include <atomic> #include <cassert> #include <string> std::atomic<std::string*> ptr; int data; // thread1 void producer() { std::string* p = new std::string("Hello"); // A data = 42; // B ptr.store(p, std::memory_order_release); // C } // thread2 void consumer() { std::string* p2; while (!(p2 = ptr.load(std::memory_order_consume))) // D ; assert(*p2 == "Hello"); //E always true: *p2 carries dependency from ptr assert(data == 42); // F may be false: data does not carry dependency from ptr } int main() { std::thread t1(producer); std::thread t2(consumer); t1.join(); t2.join(); return 0; }
Sequentially-consistent ordering
所有以memory_order_seq_cst为参数的原子操作(不限于同一个原子变量),对所有线程来说有一个全局顺序(total order)
并且两个相邻memory_order_seq_cst原子操作之间的其他操作(包括非原子变量操作),不能reorder到这两个相邻操作之外
UE4下的std::atomic案例
FShaderMapResource::GetShader会在RenderThread和TaskGraph工作线程中并发运行
// RenderThread线程 RaiseException (:0)[amd64:Windows NT:C85FB769730CD5340757B74BE740FD1A1] ReportAssert(wchar_t const*, int) (UnrealEngine\Engine\Source\Runtime\Core\Private\Windows/WindowsPlatformCrashContext.cpp:1685)[amd64:Windows NT:D617C4312ED947B59C04DBEC458EFA7E1] FWindowsErrorOutputDevice::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) (UnrealEngine\Engine\Source\Runtime\Core\Private\Windows/WindowsErrorOutputDevice.cpp:93)[amd64:Windows NT:D617C4312ED947B59C04DBEC458EFA7E1] FOutputDevice::LogfImpl(wchar_t const*, <NoType>) (UnrealEngine\Engine\Source\Runtime\Core\Private\Misc/OutputDevice.cpp:61)[amd64:Windows NT:D617C4312ED947B59C04DBEC458EFA7E1] FShaderLibraryInstance::GetOrCreateShader(int, bool) (UnrealEngine\Engine\Source\Runtime\RenderCore\Private/ShaderCodeLibrary.cpp:1045)[amd64:Windows NT:D617C4312ED947B59C04DBEC458EFA7E1] FShaderMapResource_SharedCode::CreateRHIShader(int, bool) (UnrealEngine\Engine\Source\Runtime\RenderCore\Private/ShaderCodeLibrary.cpp:1173)[amd64:Windows NT:D617C4312ED947B59C04DBEC458EFA7E1] FShaderMapResource::CreateShader(int, bool) (UnrealEngine\Engine\Source\Runtime\RenderCore\Private/ShaderResource.cpp:413)[amd64:Windows NT:D617C4312ED947B59C04DBEC458EFA7E1] FShaderMapResource::GetShader(int, bool) (UnrealEngine\Engine\Source\Runtime\RenderCore\Private/ShaderResource.cpp:387)[amd64:Windows NT:D617C4312ED947B59C04DBEC458EFA7E1] <lambda_668c427b06c73becabd992f95247910b>::operator()(FRHICommandList &) const (UnrealEngine\Engine\Source\Runtime\Renderer\Private/VolumetricRenderTarget.cpp:791)[amd64:Windows NT:D617C4312ED947B59C04DBEC458EFA7E1] FRDGPass::Execute(FRHIComputeCommandList &) (UnrealEngine\Engine\Source\Runtime\RenderCore\Private/RenderGraphPass.cpp:418)[amd64:Windows NT:D617C4312ED947B59C04DBEC458EFA7E1] FRDGBuilder::ExecutePass(FRDGPass *, bool) (UnrealEngine\Engine\Source\Runtime\RenderCore\Private/RenderGraphBuilder.cpp:2093)[amd64:Windows NT:D617C4312ED947B59C04DBEC458EFA7E1] FRDGBuilder::ExecuteParalleled() (UnrealEngine\Engine\Source\Runtime\RenderCore\Private/RenderGraphBuilderParallel.cpp:242)[amd64:Windows NT:D617C4312ED947B59C04DBEC458EFA7E1] FRDGBuilder::Execute() (UnrealEngine\Engine\Source\Runtime\RenderCore\Private/RenderGraphBuilder.cpp:1401)[amd64:Windows NT:D617C4312ED947B59C04DBEC458EFA7E1] FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate &) (UnrealEngine\Engine\Source\Runtime\Renderer\Private/DeferredShadingRenderer.cpp:3926)[amd64:Windows NT:D617C4312ED947B59C04DBEC458EFA7E1] RenderViewFamily_RenderThread(FRHICommandListImmediate &, FSceneRenderer *) (UnrealEngine\Engine\Source\Runtime\Renderer\Private/SceneRendering.cpp:5415)[amd64:Windows NT:D617C4312ED947B59C04DBEC458EFA7E1] <lambda_73b2ea47c3c5cbe1e1cd1347c54c377f>::operator()(FRHICommandListImmediate &) const (UnrealEngine\Engine\Source\Runtime\Renderer\Private/SceneRendering.cpp:5818)[amd64:Windows NT:D617C4312ED947B59C04DBEC458EFA7E1] TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`27'::FDrawSceneCommandName,<lambda_73b2ea47c3c5cbe1e1cd1347c54c377f> > >::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32> > &, ENamedThreads::Type) (UnrealEngine\Engine\Source\Runtime\Core\Public\Async/TaskGraphInterfaces.h:907)[amd64:Windows NT:D617C4312ED947B59C04DBEC458EFA7E1] FNamedTaskThread::ProcessTasksUntilQuit(int) (UnrealEngine\Engine\Source\Runtime\Core\Private\Async/TaskGraph.cpp:604)[amd64:Windows NT:D617C4312ED947B59C04DBEC458EFA7E1] RenderingThreadMain(FEvent *) (UnrealEngine\Engine\Source\Runtime\RenderCore\Private/RenderingThread.cpp:391)[amd64:Windows NT:D617C4312ED947B59C04DBEC458EFA7E1] FRenderingThread::Run() (UnrealEngine\Engine\Source\Runtime\RenderCore\Private/RenderingThread.cpp:532)[amd64:Windows NT:D617C4312ED947B59C04DBEC458EFA7E1] FRunnableThreadWin::Run() (UnrealEngine\Engine\Source\Runtime\Core\Private\Windows/WindowsRunnableThread.cpp:90)[amd64:Windows NT:D617C4312ED947B59C04DBEC458EFA7E1] FRunnableThreadWin::GuardedRun() (UnrealEngine\Engine\Source\Runtime\Core\Private\Windows/WindowsRunnableThread.cpp:35)[amd64:Windows NT:D617C4312ED947B59C04DBEC458EFA7E1] BaseThreadInitThunk (:0)[amd64:Windows NT:639B06F376030222DC25A08D1F57CB931] RtlUserThreadStart (:0)[amd64:Windows NT:794BBCE43C345ADE6883E3F78DC2928F1] // TaskGraph工作线程 FShaderCodeReader::FindOptionalData(unsigned char, unsigned char) const (UnrealEngine\Engine\Source\Runtime\RenderCore\Public/ShaderCore.h:720)[amd64:Windows NT:FC8E8E7614B94EB7A82674A8CDEE36561] ReadShaderOptionalData<FD3D12DomainShader>(FShaderCodeReader &, FD3D12DomainShader &, bool &, FShaderCodeFeatures &) (UnrealEngine\Engine\Source\Runtime\D3D12RHI\Private/D3D12Shaders.cpp:13)[amd64:Windows NT:FC8E8E7614B94EB7A82674A8CDEE36561] FD3D12DynamicRHI::RHICreatePixelShader(TArrayView<unsigned char const ,int>, FSHAHash const&) (UnrealEngine\Engine\Source\Runtime\D3D12RHI\Private/D3D12Shaders.cpp:198)[amd64:Windows NT:FC8E8E7614B94EB7A82674A8CDEE36561] FD3D12DynamicRHI::CreatePixelShader_RenderThread(FRHICommandListImmediate &, TArrayView<unsigned char const ,int>, FSHAHash const&) (UnrealEngine\Engine\Source\Runtime\D3D12RHI\Private/D3D12RHIPrivate.h:522)[amd64:Windows NT:FC8E8E7614B94EB7A82674A8CDEE36561] FShaderCodeArchive::CreateShader(int, bool) (UnrealEngine\Engine\Source\Runtime\RenderCore\Private/ShaderCodeArchive.cpp:661)[amd64:Windows NT:FC8E8E7614B94EB7A82674A8CDEE36561] FShaderLibraryInstance::GetOrCreateShader(int, bool) (UnrealEngine\Engine\Source\Runtime\RenderCore\Private/ShaderCodeLibrary.cpp:1062)[amd64:Windows NT:FC8E8E7614B94EB7A82674A8CDEE36561] FShaderMapResource_SharedCode::CreateRHIShader(int, bool) (UnrealEngine\Engine\Source\Runtime\RenderCore\Private/ShaderCodeLibrary.cpp:1172)[amd64:Windows NT:FC8E8E7614B94EB7A82674A8CDEE36561] FShaderMapResource::CreateShader(int, bool) (UnrealEngine\Engine\Source\Runtime\RenderCore\Private/ShaderResource.cpp:413)[amd64:Windows NT:FC8E8E7614B94EB7A82674A8CDEE36561] FGraphicsMinimalPipelineStateInitializer::AsGraphicsPipelineStateInitializer() const (UnrealEngine\Engine\Source\Runtime\Renderer\Public/MeshPassProcessor.h:414)[amd64:Windows NT:FC8E8E7614B94EB7A82674A8CDEE36561] static FMeshDrawCommand::MFGpuDriven_SubmitDraw(FMeshDrawCommand const&, Experimental::TRobinHoodHashSet<FGraphicsMinimalPipelineStateInitializer,DefaultKeyFuncs<FGraphicsMinimalPipelineStateInitializer,0>,TInlineAllocator<1,TSizedDefaultAllocator<32> > > const&, FRHIVertexBuffer *, unsigned int, int, FRHICommandList &, bool, FMeshDrawCommandStateCache &, unsigned int) (UnrealEngine\Engine\Source\Runtime\Renderer\Private\MFGpuDriven/MeshPassProcessor_MFGpuDriven.inl:205)[amd64:Windows NT:FC8E8E7614B94EB7A82674A8CDEE36561] MFGpuDriven::FMFGpuDrivenPassSetupContext::SubmitMeshDrawCommands(FRHICommandList &, Experimental::TRobinHoodHashSet<FGraphicsMinimalPipelineStateInitializer,DefaultKeyFuncs<FGraphicsMinimalPipelineStateInitializer,0>,TInlineAllocator<1,TSizedDefaultAllocator<32> > > const&, TArray<FVisibleMeshDrawCommand,TMemStackAllocator<0> > const&, int, int, unsigned int, bool, EMFGpuDrivenPassDrawTypes::Type) const (UnrealEngine\Engine\Source\Runtime\Renderer\Private\MFGpuDriven/MeshPassProcessor_MFGpuDriven.inl:407)[amd64:Windows NT:FC8E8E7614B94EB7A82674A8CDEE36561] FMFGpuDrivenDrawMeshDrawCommandsAnyThreadTask::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) (UnrealEngine\Engine\Source\Runtime\Renderer\Private\MFGpuDriven/MeshDrawCommands_MFGpuDriven.cpp:78)[amd64:Windows NT:FC8E8E7614B94EB7A82674A8CDEE36561] TGraphTask<FMFGpuDrivenDrawMeshDrawCommandsAnyThreadTask>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32> > &, ENamedThreads::Type) (UnrealEngine\Engine\Source\Runtime\Core\Public\Async/TaskGraphInterfaces.h:897)[amd64:Windows NT:FC8E8E7614B94EB7A82674A8CDEE36561] FTaskThreadAnyThread::ProcessTasks() (UnrealEngine\Engine\Source\Runtime\Core\Private\Async/TaskGraph.cpp:1156)[amd64:Windows NT:FC8E8E7614B94EB7A82674A8CDEE36561] FTaskThreadAnyThread::ProcessTasksUntilQuit(int) (UnrealEngine\Engine\Source\Runtime\Core\Private\Async/TaskGraph.cpp:978)[amd64:Windows NT:FC8E8E7614B94EB7A82674A8CDEE36561] FTaskThreadBase::Run() (UnrealEngine\Engine\Source\Runtime\Core\Private\Async/TaskGraph.cpp:545)[amd64:Windows NT:FC8E8E7614B94EB7A82674A8CDEE36561] FRunnableThreadWin::Run() (UnrealEngine\Engine\Source\Runtime\Core\Private\Windows/WindowsRunnableThread.cpp:90)[amd64:Windows NT:FC8E8E7614B94EB7A82674A8CDEE36561] FRunnableThreadWin::GuardedRun() (UnrealEngine\Engine\Source\Runtime\Core\Private\Windows/WindowsRunnableThread.cpp:35)[amd64:Windows NT:FC8E8E7614B94EB7A82674A8CDEE36561] BaseThreadInitThunk (:0)[amd64:Windows NT:2554A4D7DED55C1D6F033011500EA7811] RtlUserThreadStart (:0)[amd64:Windows NT:1806222313D4104266A4820B86925E3B1]
为了保证多线程数据安全,最小化性能损耗的情况下,设计者对其成员变量RHIShaders数组进行memory order控制访问
加 memory order 的目的是:在无锁读取路径上,保证读到指针的同时也能读到指针指向对象的完整初始化数据
std::atomic 的默认操作是 memory_order_seq_cst(顺序一致),这是最强也最慢的。这里显式指定 acquire / release / relaxed,是为了在保证正确性的前提下,用尽可能弱的内存序来提升性能
/****** UnrealEngine\Engine\Source\Runtime\RenderCore\Public\Shader.h ******/ class RENDERCORE_API FShaderMapResource : public FRenderResource, public FDeferredCleanupInterface { public: // 。。。 。。。 inline bool HasShader(int32 ShaderIndex) const { // 。。。 。。。 } inline FRHIShader* GetShader(int32 ShaderIndex) { // This is a double checked locking. This trickery arises from the fact that we're // synchronizing two threads: one that takes a lock and another that doesn't. // Without fences, there is a race between storing the shader pointer and accessing it // on the other (lockless) thread. FRHIShader* Shader = RHIShaders[ShaderIndex].load(std::memory_order_acquire); // 注:acquire 语义保证:在这个 load 之后的读操作,不会被重排到 load 之前
// 它与另一个线程的 release store 配对,形成 synchronizes-with 关系:当读线程通过 acquire 读到了 release 存进去的指针后,写线程在 store 之前的所有写入(即对象初始化 (A))对读线程都保证可见
// 如果不用 acquire/release,可能出现这样的灾难:读线程看到了非空指针,但指针指向的对象数据还没写完/还没同步过来,导致读到未初始化的垃圾数据
if (Shader == nullptr) { // most shadermaps have <100 shaders, and less than a half of them can be created. One lock // for all creation seems sufficient, but if this function is often contended, per-shader // locks are easily possible. FScopeLock ScopeLock(&RHIShadersCreationGuard); Shader = RHIShaders[ShaderIndex].load(std::memory_order_relaxed); // 最弱的 relaxed(只保证原子性,不提供任何顺序/同步保证),原因是:此时已经拿到了 RHIShadersCreationGuard 锁
// 锁本身(FScopeLock 的加锁操作)已经提供了 acquire 语义,足以建立必要的内存同步
// 所以这次读取不需要额外的 acquire 开销,只要保证读取是原子的(不撕裂)即可 if (Shader == nullptr) { Shader = CreateShader(ShaderIndex); // (A) 构造对象、写入对象内部数据 RHIShaders[ShaderIndex].store(Shader, std::memory_order_release); // (B) 发布指针
// 注:release 语义保证:在 (B) 之前的所有内存写入(包括 (A) 里对 shader 对象的初始化),都不会被 CPU/编译器重排到 (B) 之后
// 也就是说,一旦指针被存进原子变量,指针指向的对象一定已经是完整构造好的状态 } } return Shader; } // 。。。 。。。 private: /** This lock is to prevent two threads creating the same RHIShaders element. It is only taken if the element is to be created. */ FCriticalSection RHIShadersCreationGuard; /** An array of shader pointers (refcount is managed manually). */ TUniquePtr<std::atomic<FRHIShader*>[]> RHIShaders; // 。。。 。。。 };
GetShader函数采用了double-checked locking的设计:
(1)第一次检查(无锁 + acquire):绝大多数情况下 shader 已存在,直接命中返回,避免加锁开销。这是高频路径,所以用 acquire 而非默认的 seq_cst
(2)加锁:只有指针为空时才加锁,避免多个线程重复创建同一个 shader
(3)第二次检查(持锁 + relaxed):进锁后再查一次,因为可能在"第一次检查失败"到"拿到锁"之间,另一个线程已经创建好了。持锁下用 relaxed 即可
(4)发布(release):创建完成后用 release store 安全发布给其他无锁读线程
总结:acquire/release 配对建立了跨线程的"happens-before"关系,确保无锁读线程看到非空指针时,指针指向的 shader 对象一定是完全构造好的
而 relaxed 用在已被锁保护的路径上以省去多余的同步开销。这是在正确性和性能之间做的精细权衡 —— 比无脑用默认的 seq_cst 更快,比不加同步(可能读到半初始化对象)更安全
UE4下的Memory Order
enum class EMemoryOrder { // Provides no guarantees that the operation will be ordered relative to any other operation. Relaxed, // 对应c++标准中的Relaxed ordering:仅仅保证load()和store()是原子操作 // Establishes a single total order of all other atomic operations marked with this. SequentiallyConsistent // 对应c++标准中的Sequentially-consistent ordering。UE4中Load和Store函数缺省为该类型 };
详见:UnrealEngine\Engine\Source\Runtime\Core\Public\Templates\Atomic.h
Atomic相关的测试代码见:UnrealEngine\Engine\Source\Runtime\Core\Private\Tests\Misc\AtomicTest.cpp

TAtomic<T>
/** UnrealEngine\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h */ namespace ENamedThreads { enum Type : int32 { UnusedAnchor = -1, /** The always-present, named threads are listed next **/ #if STATS StatsThread, #endif RHIThread, AudioThread, GameThread, // The render thread is sometimes the game thread and is sometimes the actual rendering thread ActualRenderingThread = GameThread + 1, // CAUTION ThreadedRenderingThread must be the last named thread, insert new named threads before it /** not actually a thread index. Means "Unknown Thread" or "Any Unnamed Thread" **/ AnyThread = 0xff, /** High bits are used for a queue index and priority**/ MainQueue = 0x000, LocalQueue = 0x100, NumQueues = 2, ThreadIndexMask = 0xff, QueueIndexMask = 0x100, QueueIndexShift = 8, /** High bits are used for a queue index task priority and thread priority**/ NormalTaskPriority = 0x000, HighTaskPriority = 0x200, NumTaskPriorities = 2, TaskPriorityMask = 0x200, TaskPriorityShift = 9, NormalThreadPriority = 0x000, HighThreadPriority = 0x400, BackgroundThreadPriority = 0x800, NumThreadPriorities = 3, ThreadPriorityMask = 0xC00, ThreadPriorityShift = 10, /** Combinations **/ #if STATS StatsThread_Local = StatsThread | LocalQueue, #endif GameThread_Local = GameThread | LocalQueue, ActualRenderingThread_Local = ActualRenderingThread | LocalQueue, AnyHiPriThreadNormalTask = AnyThread | HighThreadPriority | NormalTaskPriority, AnyHiPriThreadHiPriTask = AnyThread | HighThreadPriority | HighTaskPriority, AnyNormalThreadNormalTask = AnyThread | NormalThreadPriority | NormalTaskPriority, AnyNormalThreadHiPriTask = AnyThread | NormalThreadPriority | HighTaskPriority, AnyBackgroundThreadNormalTask = AnyThread | BackgroundThreadPriority | NormalTaskPriority, AnyBackgroundHiPriTask = AnyThread | BackgroundThreadPriority | HighTaskPriority, }; struct FRenderThreadStatics { private: // These are private to prevent direct access by anything except the friend functions below static CORE_API TAtomic<Type> RenderThread; static CORE_API TAtomic<Type> RenderThread_Local; // 友元函数,表明在以下函数中可以访问当前结构体FRenderThreadStatics中的私有成员 friend Type GetRenderThread(); friend Type GetRenderThread_Local(); friend void SetRenderThread(Type Thread); friend void SetRenderThread_Local(Type Thread); }; FORCEINLINE Type GetRenderThread() { return FRenderThreadStatics::RenderThread.Load(EMemoryOrder::Relaxed); } FORCEINLINE Type GetRenderThread_Local() { return FRenderThreadStatics::RenderThread_Local.Load(EMemoryOrder::Relaxed); } FORCEINLINE void SetRenderThread(Type Thread) { FRenderThreadStatics::RenderThread.Store(Thread, EMemoryOrder::Relaxed); } FORCEINLINE void SetRenderThread_Local(Type Thread) { FRenderThreadStatics::RenderThread_Local.Store(Thread, EMemoryOrder::Relaxed); } } /** UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp */ // 在cpp中定义static变量并赋初值 namespace ENamedThreads { CORE_API TAtomic<Type> FRenderThreadStatics::RenderThread(ENamedThreads::GameThread); // defaults to game and is set and reset by the render thread itself CORE_API TAtomic<Type> FRenderThreadStatics::RenderThread_Local(ENamedThreads::GameThread_Local); // defaults to game local and is set and reset by the render thread itself }
注:TAtomic<T>仅支持简单数据类型(如:bool、int8、uint8、int16、uint16、int32、uint32、int64、uint64、float、double)、枚举、裸指针、含一个简单数据的POD类型(如:FTimespan、FDateTime)
参考资料
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