As with all those C++ base types, unfortunately they are giving you only rough size guarantees. For Lumiera, I defined short hand names some time ago, notably because the explicit long X and short X qualifiers do not work with ''constructor syntax'' for direct conversions. But I choose the name `f128` at that time -- which might raise ill-guided expectations, since the `long double` is not that long on relevant linux 64bit platforms; it can just hold 64bit of mantissa at least however. As replacement, I'll use `lflo` now, because it has also 4 letters, looks somewhat weird (and thus catches attention) and points into the right direction. I considered `lfloat` as alternative, but that looks too much like `float`, visually...
256 lines
9.7 KiB
C++
256 lines
9.7 KiB
C++
/*
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EngineBufferManager(Test) - cover the interface to a central buffer manager
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Copyright (C)
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2026, Hermann Vosseler <Ichthyostega@web.de>
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**Lumiera** is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the
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Free Software Foundation; either version 2 of the License, or (at your
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option) any later version. See the file COPYING for further details.
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* *****************************************************************/
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/** @file engine-buffer-manager-test.cpp
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** unit test \ref EngineBufferManager_test
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*/
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#include "test/run.hpp"
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#include "test/test-helper.hpp"
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#include "vault/mem/engine-buffer-manager.hpp"
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#include "vault/mem/engine-buffer-allocator.hpp"
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#include "lib/scoped-collection.hpp"
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#include "lib/iter-explorer.hpp"
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#include "lib/sync-barrier.hpp"
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#include "lib/thread.hpp"
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#include "lib/symbol.hpp"
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#include <algorithm>
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#include <string>
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#include <array>
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using lib::explore;
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using lib::Literal;
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using lib::Thread;
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using lib::SyncBarrier;
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using std::this_thread::yield;
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using std::this_thread::sleep_for;
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using std::chrono::microseconds;
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using std::chrono_literals::operator ""ms;
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namespace vault {
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namespace mem {
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namespace test {
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namespace { // Test parameters......
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const size_t ALLOC_REQ = 1024*1024; ///< use test-allocation request of 1 MiB size
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const size_t NUM_THREADS = 100; ///< press concurrently
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}
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/*****************************************************************************//**
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* @test Show how the central buffer manager of the Render Engine can be accessed.
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*/
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class EngineBufferManager_test : public Test
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{
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virtual void
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run (Arg)
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{
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demonstrate_AllocatorInterface();
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verify_syncRequest();
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verify_asyncRequest();
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}
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/** @test show how to allocate buffer memory
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* with the underlying base allocator.
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* @remark 4/2026 for the first integration of the Render Engine,
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* a simplified implementation is used that just delegates
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* to the regular heap allocator (which actually performs
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* quite well on modern C++ STDLib). The plan is to
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* use some kind of tiling pool allocator eventually,
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* contingent on the actual performance observations.
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*/
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void
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demonstrate_AllocatorInterface()
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{
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using Allo = HeapBufferAllocator;
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CHECK (lib::allo::is_Stateless_v<Allo>);
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Allo allo;
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auto a1 = allo.allocate (55);
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auto a2 = allo.allocate (555);
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CHECK (a1.mem);
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CHECK (a2.mem);
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CHECK (a1.siz == Allo::TILE_SIZ);
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CHECK (a2.siz % Allo::TILE_SIZ == 0);
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CHECK (a2.siz > 555);
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// can use that memory without blowing up....
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auto doooh = new(a1.mem) lflo{std::numeric_limits<lflo>::max()};
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*doooh /= 2;
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CHECK (2 == std::numeric_limits<lflo>::max() / *doooh);
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allo.deallocate (a1);
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allo.deallocate (a2);
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}
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/** @test show that a direct request for allocation is honored
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* - request some memory
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* - read and write to that memory
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* - return all leased allocations
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* - verify the diagnostic meshes up with the allocation
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* @remark in principle it is not possible to prove that some
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* memory allocation actually works, other than checking
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* that access to the given memory is possible, because
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* the fact that no memory corruption took place is
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* only semi-decidable (you can show a corruption event,
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* but not the absence of any such an event).
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*/
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void
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verify_syncRequest()
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{
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EngineBufferManager manager;
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CHECK (watch(manager).isEmpty());
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Alloc alloc = manager.requestAllocation (555);
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CHECK (not alloc.empty());
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CHECK (alloc.siz >= 555);
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CHECK (alloc.siz == watch(manager).bytesAllocd());
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CHECK (alloc.siz == watch(manager).bytesLeased());
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CHECK (alloc.siz % HeapBufferAllocator::TILE_SIZ == 0);
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// can use that memory
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char* buf = reinterpret_cast<char*> (alloc.mem);
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std::string ranS{lib::randStr(555-1)};
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auto* p = std::copy (ranS.begin(), ranS.end(), buf);
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CHECK (ranS.length() == size_t(p - buf));
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*p = '\0';
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CHECK (ranS == buf);
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CHECK (1 == watch(manager).numAllocs());
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Alloc a2 = manager.requestAllocation (1'000'000);
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CHECK (not a2.empty());
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CHECK (a2.siz >= 1e6);
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CHECK (2 == watch(manager).numAllocs());
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CHECK (1e6+555 < watch(manager).bytesLeased());
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manager.supply (a2);
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manager.processPendingRequests();
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CHECK (1 == watch(manager).numAllocs());
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CHECK (1e6 > watch(manager).bytesLeased());
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manager.supply (alloc);
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manager.processPendingRequests();
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CHECK (0 == watch(manager).numAllocs());
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CHECK (0 == watch(manager).bytesLeased());
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}
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/** @test show a working allocation request passed over thread boundaries...
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* - use a simplified »local pool« that actually just provides an in-queue
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* - start a lot of threads that perform the typical allocation sequence
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* + first send an asynchronous allocation request
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* + some delay while doing other stuff (here: sleep)
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* + check if allocation has been serviced
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* + if not, then perform global allocation servicing in this worker
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* + allocation must be available now, can use it
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* + when done, send allocation back to the global pool
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*/
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void
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verify_asyncRequest()
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{
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struct LocalTestPool
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: AllocReceiver
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{
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Alloc
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retrieveAlloc()
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{
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Alloc received{nullptr, 0};
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inQueue_.pop (received); // Note: no-op if queue is empty
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return received;
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}
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bool
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empty() const
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{
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return inQueue_.empty();
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}
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};
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EngineBufferManager manager;
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using WorkBuff = std::array<uint64_t, ALLOC_REQ / sizeof(uint64_t)>;
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SyncBarrier afterThread{NUM_THREADS+1};
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auto workSeq = [&]{ // sequence-of-actions-within-worker-thread-------------------
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LocalTestPool myPool;
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CHECK (myPool.empty());
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manager.async_requestAllocation (myPool, ALLOC_REQ);
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// meanwhile the worker does some other "work"...
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auto gen = makeRandGen(); // local random generator per thread
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uint delay = 100 + gen.i(900);
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sleep_for (microseconds(delay));
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Alloc alloc = myPool.retrieveAlloc();
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if (alloc.empty())
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{ // they let us down ...
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// insist harder to be serviced thusly
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manager.processPendingRequests();
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alloc = myPool.retrieveAlloc();
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// Explanation: since the async_requestAllocation() »happens-before« the processPendingRequests()
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} // our request *must* have been processed and dispatched now, unless there was a failure
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CHECK (not alloc.empty());
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CHECK (ALLOC_REQ <= alloc.siz);
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// can use that allocation for some "serious work"...
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auto content = new(alloc.mem) WorkBuff;
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std::ranges::generate (*content, [&]{ return gen.u64(); });
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// coordinate end of all threads
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afterThread.sync();
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// pass allocation back to the central hub
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manager.supply (alloc);
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CHECK (myPool.empty()); // no further pending / duplicate Alloc in-queue
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};
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// Start a collection of workers....
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using Threads = lib::ScopedCollection<Thread>;
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Threads threads{NUM_THREADS, Threads::fill(workSeq)};
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// after that barrier, all threads send back their allocation
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afterThread.sync();
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// wait for all threads to finish...
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while (explore(threads).has_any())
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yield();
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// all the allocations sent back by the workers
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// should sit now in the EngineBufferManager's input queue
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CHECK (NUM_THREADS == watch(manager).numAllocs());
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CHECK (NUM_THREADS*ALLOC_REQ <= watch(manager).bytesLeased());
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// process in-queue and retrieve all allocations..
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manager.processPendingRequests();
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CHECK (0 == watch(manager).bytesLeased());
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}
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};
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/** Register this test class... */
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LAUNCHER (EngineBufferManager_test, "unit engine");
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}}} // namespace vault::mem::test
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