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[vm] Add tests for missing write barriers in SuspendState suspend and clone.
Bug: https://github.com/dart-lang/sdk/issues/54410 Change-Id: I86f105fcba7ab95f4d526ab0b468822f50b4e62b Reviewed-on: https://dart-review.googlesource.com/c/sdk/+/345568 Reviewed-by: Alexander Markov <alexmarkov@google.com> Commit-Queue: Ryan Macnak <rmacnak@google.com>
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runtime/tests/vm/dart/gc/chunked_binary_trees_async_test.dart
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runtime/tests/vm/dart/gc/chunked_binary_trees_async_test.dart
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// Copyright (c) 2024, the Dart project authors. Please see the AUTHORS file
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// for details. All rights reserved. Use of this source code is governed by a
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// BSD-style license that can be found in the LICENSE file.
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// VMOptions=
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// VMOptions=--verify_store_buffer
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// VMOptions=--verify_after_marking
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// VMOptions=--runtime_allocate_old
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// VMOptions=--runtime_allocate_spill_tlab
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// VMOptions=--no_inline_alloc --runtime_allocate_spill_tlab
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// VMOptions=--no_inline_alloc
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// Stress test for write barrier elimination in SuspendState suspend.
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class Node {
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Node? left, right;
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int depth;
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Node(this.depth);
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}
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buildTopDown(Node n, int depth) async {
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if (depth == 0) return;
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Node l = new Node(depth);
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Node ll = new Node(depth);
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Node lr = new Node(depth);
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Node r = new Node(depth);
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Node rl = new Node(depth);
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Node rr = new Node(depth);
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n.left = l; // barrier
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n.right = r; // barrier
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l.left = ll; // no-barrier
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l.right = lr; // no-barrier
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r.left = rl; // no-barrier
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r.right = rr; // no-barrier
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var f1 = buildTopDown(ll, depth - 1);
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var f2 = buildTopDown(lr, depth - 1);
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await f1;
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await f2;
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var f3 = buildTopDown(rl, depth - 1);
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var f4 = buildTopDown(rr, depth - 1);
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await f3;
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await f4;
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}
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checkTopDown(Node n, int depth) async {
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if (depth == 0) {
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if (n.left != null) throw "Bad";
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if (n.right != null) throw "Bad";
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return;
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}
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if (n.left!.depth != depth) throw "Bad";
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if (n.left!.left!.depth != depth) throw "Bad";
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if (n.left!.right!.depth != depth) throw "Bad";
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if (n.right!.depth != depth) throw "Bad";
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if (n.right!.right!.depth != depth) throw "Bad";
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await checkTopDown(n.left!.left!, depth - 1);
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await checkTopDown(n.left!.right!, depth - 1);
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await checkTopDown(n.right!.left!, depth - 1);
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await checkTopDown(n.right!.right!, depth - 1);
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}
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runTopDown(int depth) async {
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Node n = new Node(depth);
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await buildTopDown(n, depth);
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await checkTopDown(n, depth);
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}
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Future<Node> buildBottomUp(int depth) async {
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if (depth == 0) {
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return new Node(depth);
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}
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var f1 = buildBottomUp(depth - 1);
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var f2 = buildBottomUp(depth - 1);
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Node ll = await f1;
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Node lr = await f2;
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var f3 = buildBottomUp(depth - 1);
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var f4 = buildBottomUp(depth - 1);
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Node rl = await f3;
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Node rr = await f4;
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Node l = new Node(depth);
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Node r = new Node(depth);
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Node n = new Node(depth);
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n.left = l; // no-barrier
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n.right = r; // no-barrier
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l.left = ll; // no-barrier
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l.right = lr; // no-barrier
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r.left = rl; // no-barrier
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r.right = rr; // no-barrier
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return n;
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}
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checkButtomUp(Node n, int depth) async {
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if (depth == 0) {
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if (n.left != null) throw "Bad";
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if (n.right != null) throw "Bad";
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return;
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}
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if (n.depth != depth) throw "Bad";
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if (n.left!.depth != depth) throw "Bad";
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if (n.right!.depth != depth) throw "Bad";
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await checkButtomUp(n.left!.left!, depth - 1);
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await checkButtomUp(n.left!.right!, depth - 1);
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await checkButtomUp(n.right!.left!, depth - 1);
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await checkButtomUp(n.right!.right!, depth - 1);
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}
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runBottomUp(int depth) async {
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Node n = await buildBottomUp(depth);
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await checkButtomUp(n, depth);
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}
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main() async {
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for (var i = 0; i < 5; i++) {
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await runTopDown(10);
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await runBottomUp(10);
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}
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}
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// Copyright (c) 2024, the Dart project authors. Please see the AUTHORS file
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// for details. All rights reserved. Use of this source code is governed by a
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// BSD-style license that can be found in the LICENSE file.
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// VMOptions=
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// VMOptions=--verify_store_buffer
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// VMOptions=--verify_after_marking
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// VMOptions=--runtime_allocate_old
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// VMOptions=--runtime_allocate_spill_tlab
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// VMOptions=--no_inline_alloc --runtime_allocate_spill_tlab
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// VMOptions=--no_inline_alloc
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// Stress test for write barrier elimination in SuspendState clone.
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class Node {
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Node? left, right;
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int depth;
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var retain;
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Node(this.depth);
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}
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Iterable<Node> buildBottomUp(int depth) sync* {
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for (;;) {
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if (depth == 0) {
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yield new Node(depth);
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} else {
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var i = buildBottomUp(depth - 1);
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var i1 = i.iterator; // SuspendState.clone
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i1.moveNext();
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Node ll = i1.current;
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var i2 = i.iterator; // SuspendState.clone
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i2.moveNext();
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Node lr = i2.current;
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var i3 = i.iterator; // SuspendState.clone
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i3.moveNext();
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Node rl = i3.current;
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var i4 = i.iterator; // SuspendState.clone
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i4.moveNext();
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Node rr = i4.current;
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Node l = new Node(depth);
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Node r = new Node(depth);
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Node n = new Node(depth);
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n.left = l; // no-barrier
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n.right = r; // no-barrier
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l.left = ll; // no-barrier
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l.right = lr; // no-barrier
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r.left = rl; // no-barrier
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r.right = rr; // no-barrier
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n.retain = i;
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l.retain = i1;
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r.retain = i2;
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yield n;
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}
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}
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}
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checkButtomUp(Node n, int depth) {
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if (depth == 0) {
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if (n.left != null) throw "Bad";
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if (n.right != null) throw "Bad";
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return;
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}
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if (n.depth != depth) throw "Bad";
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if (n.left!.depth != depth) throw "Bad";
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if (n.right!.depth != depth) throw "Bad";
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checkButtomUp(n.left!.left!, depth - 1);
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checkButtomUp(n.left!.right!, depth - 1);
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checkButtomUp(n.right!.left!, depth - 1);
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checkButtomUp(n.right!.right!, depth - 1);
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}
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runBottomUp(int depth) {
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var i = buildBottomUp(depth).iterator;
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i.moveNext();
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Node n = i.current;
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checkButtomUp(n, depth);
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}
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main() {
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for (var i = 0; i < 10; i++) {
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runBottomUp(9);
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}
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}
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