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gpui: Settle benchmark app state between task iterations (#62587)
Dropped entities are released only inside an update's effect flush, and releases cascade: one flush drops the entities whose handles are gone, their drops release further handles and can queue foreground work, and a later flush collects those. `BenchAppContext` callers that only pump the executor between iterations therefore saw torn-down state linger in the entity map until some woken task happened to run an update — in a downstream benchmark this looked like a per-iteration leak of the whole app graph (~35 MB per iteration), releasing on an apparently timer-bound schedule. This adds `BenchAppContext::settle`, which alternates draining queued work with GPUI update cycles until the dispatcher reports idle, mirroring the update cadence production gets for free from frames and input events. `bench_batched_task` now settles before each iteration's setup (outside the timed interval), so the previous iteration's state is fully released and cannot accumulate across a measurement. A new `ThreadedDispatcher::is_idle` predicate backs the loop's termination and is covered by a unit test. Release Notes: - N/A
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2 changed files with 68 additions and 3 deletions
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@ -415,6 +415,30 @@ impl<'a, 'measurement> BenchAppContext<'a, 'measurement> {
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.run_until_idle();
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}
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/// Alternates draining queued work with GPUI update cycles until neither
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/// makes progress, so state dropped by benchmark code is fully released.
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///
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/// Dropped entities are released only inside an update's effect flush, and
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/// releases cascade: one flush drops the entities whose handles are gone,
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/// their drops release further handles and can queue foreground work, and
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/// a later flush collects those. Executor pumping alone never runs a
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/// flush, so without this dropped state would linger in the entity map
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/// until some woken task happened to run an update. Production gets this
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/// cadence for free from frames and input events.
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pub fn settle(&mut self) {
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let dispatcher = self.background_executor.dispatcher().clone();
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let dispatcher = dispatcher
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.as_threaded()
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.expect("validated in BenchAppContext::build");
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loop {
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self.run_until_idle();
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self.update(|_| ());
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if dispatcher.is_idle() {
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return;
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}
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}
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}
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/// Runs main-thread tasks until `ready` returns a value.
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///
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/// Unlike [`Self::run_until_idle`], this returns as soon as `ready`
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@ -493,9 +517,16 @@ impl<'a, 'measurement> BenchAppContext<'a, 'measurement> {
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let report = self.report.clone();
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bencher.iter_batched_ref(
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|| MeasuredTaskInput {
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input: setup(&mut setup_context),
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frame_trace_scope: Some(FrameTraceScope::start()),
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|| {
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// The previous iteration's input and output were just
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// dropped; settling here releases their entities before the
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// next setup, so per-iteration state cannot accumulate
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// across a measurement.
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setup_context.settle();
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MeasuredTaskInput {
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input: setup(&mut setup_context),
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frame_trace_scope: Some(FrameTraceScope::start()),
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}
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},
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|measured_input| {
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let task = benchmark(&mut measured_input.input, &mut benchmark_context);
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@ -370,6 +370,14 @@ impl ThreadedDispatcher {
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)
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}
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/// Whether no main-thread work is queued, no background or timer
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/// runnables are queued or running, and no armed timer is due. Timers
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/// that aren't due yet are ignored, as in [`Self::run_until_idle`].
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#[cfg(any(test, feature = "bench"))]
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pub(crate) fn is_idle(&self) -> bool {
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!self.main_queue_has_work() && !self.has_due_timer() && *self.idle.inflight.lock() == 0
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}
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fn has_due_timer(&self) -> bool {
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let state = self.timers.state.lock();
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state
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@ -462,6 +470,32 @@ mod tests {
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use super::*;
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use crate::{BackgroundExecutor, ForegroundExecutor};
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#[test]
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fn is_idle_tracks_queued_work_but_ignores_undue_timers() {
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let dispatcher = Arc::new(ThreadedDispatcher::new());
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let foreground = ForegroundExecutor::new(dispatcher.clone());
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assert!(dispatcher.is_idle());
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foreground.spawn(async {}).detach();
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assert!(!dispatcher.is_idle());
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dispatcher.run_until_idle();
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assert!(dispatcher.is_idle());
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let background = BackgroundExecutor::new(dispatcher.clone());
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let timer = background.timer(Duration::from_secs(60));
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// The timer future's initial poll runs on a worker thread; wait for
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// it so only the armed, not-yet-due timer remains.
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dispatcher.run_until_idle();
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assert!(
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dispatcher.is_idle(),
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"a timer that is not due yet should not count as pending work"
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);
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drop(timer);
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dispatcher.cancel_pending_timers();
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dispatcher.run_until_idle();
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assert!(dispatcher.is_idle());
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}
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#[test]
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fn run_ready_main_tasks_does_not_wait_for_background_handoffs() {
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let dispatcher = Arc::new(ThreadedDispatcher::new());
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