Import Geant4 10.7.0.beta source tree

This commit is contained in:
Gabriele Cosmo
2020-06-26 10:23:25 +02:00
parent c02c370437
commit 67ba86d073
1871 changed files with 174422 additions and 131884 deletions
+226 -205
View File
@@ -34,10 +34,10 @@
#ifndef G4MTRunManager_h
#define G4MTRunManager_h 1
#include "G4MTBarrier.hh"
#include "G4RNGHelper.hh"
#include "G4RunManager.hh"
#include "G4Threading.hh"
#include "G4RNGHelper.hh"
#include "G4MTBarrier.hh"
#include <list>
#include <map>
@@ -46,221 +46,242 @@ class G4ScoringManager;
class G4UserWorkerInitialization;
class G4UserWorkerThreadInitialization;
//TODO: Split random number storage from this class
// TODO: Split random number storage from this class
class G4MTRunManager : public G4RunManager {
public:
G4MTRunManager();
virtual ~G4MTRunManager();
//New method
void SetNumberOfThreads( G4int n );
G4int GetNumberOfThreads() const { return nworkers; }
void SetPinAffinity(G4int n=1);
G4int GetPinAffinity() const { return pinAffinity; }
public:
class G4MTRunManager : public G4RunManager
{
public:
G4MTRunManager();
virtual ~G4MTRunManager();
// New method
virtual void SetNumberOfThreads(G4int n);
virtual G4int GetNumberOfThreads() const { return nworkers; }
void SetPinAffinity(G4int n = 1);
G4int GetPinAffinity() const { return pinAffinity; }
//Inherited methods to re-implement for MT case
virtual void Initialize();
virtual void InitializeEventLoop(G4int n_event, const char* macroFile=0, G4int n_select=-1);
public:
// Inherited methods to re-implement for MT case
virtual void Initialize();
virtual void InitializeEventLoop(G4int n_event, const char* macroFile = 0,
G4int n_select = -1);
virtual void InitializeThreadPool() {}
//The following do not do anything for this runmanager
virtual void TerminateOneEvent();
virtual void ProcessOneEvent(G4int i_event);
////virtual void TerminateEventLoop();
virtual void ConstructScoringWorlds();
virtual void RunTermination();
// The following do not do anything for this runmanager
virtual void TerminateOneEvent();
virtual void ProcessOneEvent(G4int i_event);
////virtual void TerminateEventLoop();
virtual void ConstructScoringWorlds();
virtual void RunTermination();
//The following method should be invoked by G4WorkerRunManager for each event.
//False is returned if no more event to be processed.
// Note: G4Event object must be instantiated by a worker thread. In case no more
// event remains to be processed, that worker thread must delete that G4Event
// object. If a worker runs with its own random number sequence, the boolean flag
// reseedRequired should be set to false. This is *NOT* allowed for the first event.
virtual G4bool SetUpAnEvent(G4Event*, long& s1, long& s2, long& s3, G4bool reseedRequired=true);
// Same as above method, but the seeds are set only once over "eventModulo" events.
// The return value shows the number of events the caller Worker has to process
// (between 1 and eventModulo depending on number of events yet to be processed).
// G4Event object has the event ID of the first event of this bunch.
// If zero is returned no more event needs to be processed, and worker thread
// must delete that G4Event.
virtual G4int SetUpNEvents(G4Event*, G4SeedsQueue* seedsQueue, G4bool reseedRequired=true);
//Method called by Initialize() method
protected:
//Initialize the seeds list, if derived class does not implement this method
//A default generation will be used (nevents*2 random seeds)
//Return true if initialization is done.
virtual G4bool InitializeSeeds( G4int /*nevts*/) { return false; };
//Adds one seed to the list of seeds
virtual void PrepareCommandsStack();
virtual void StoreRNGStatus(const G4String& filenamePrefix );
virtual void CreateAndStartWorkers();
//Creates worker threads and signal to start
public:
std::vector<G4String> GetCommandStack();
//This method is invoked just before spawning the threads to
//collect from UI managere the list of commands that threads
//will execute.
size_t GetNumberActiveThreads() const { return threads.size(); }
//Returns number of currently active threads.
//This number may be different from the number of threads currently
//in running state (e.g. the number returned by:
//G4Threading::GetNumberOfActiveWorkerThreads() method).
private:
// Number of worker threads. To be set by SetNumberOfThreads() method.
G4int nworkers;
// Force to use this number regardless of SetNumberOfThreads() method.
G4int forcedNwokers;
// Pin Affinity parameter
G4int pinAffinity;
// The following method should be invoked by G4WorkerRunManager for each
// event. False is returned if no more event to be processed. Note: G4Event
// object must be instantiated by a worker thread. In case no more
// event remains to be processed, that worker thread must delete that G4Event
// object. If a worker runs with its own random number sequence, the boolean
// flag reseedRequired should be set to false. This is *NOT* allowed for the
// first event.
virtual G4bool SetUpAnEvent(G4Event*, long& s1, long& s2, long& s3,
G4bool reseedRequired = true);
// Same as above method, but the seeds are set only once over "eventModulo"
// events. The return value shows the number of events the caller Worker has
// to process (between 1 and eventModulo depending on number of events yet to
// be processed). G4Event object has the event ID of the first event of this
// bunch. If zero is returned no more event needs to be processed, and worker
// thread must delete that G4Event.
virtual G4int SetUpNEvents(G4Event*, G4SeedsQueue* seedsQueue,
G4bool reseedRequired = true);
//List of workers (i.e. thread)
typedef std::list<G4Thread*> G4ThreadsList;
G4ThreadsList threads;
//List of workers run managers
//List of all workers run managers
std::vector<G4String> uiCmdsForWorkers;
//List of UI commands for workers.
CLHEP::HepRandomEngine* masterRNGEngine;
//Pointer to the mastet thread random engine
protected:
virtual void WaitForReadyWorkers();
//Master thread barrier:
//Call this function to block master thread and
//wait workers to be ready to process work.
//This function will return only when all
//workers are ready to perform event loop.
virtual void WaitForEndEventLoopWorkers();
//Master thread barrier:
//Call this function to block master thread and
//wait workers have finished current event loop.
//This function will return only when all
//workers have finished processing events for this run.
protected:
G4int numberOfEventToBeProcessed;
virtual void TerminateWorkers();
//Empty the workersList
// Method called by Initialize() method
protected:
// Initialize the seeds list, if derived class does not implement this method
// A default generation will be used (nevents*2 random seeds)
// Return true if initialization is done.
virtual G4bool InitializeSeeds(G4int /*nevts*/) { return false; };
// Adds one seed to the list of seeds
virtual void PrepareCommandsStack();
virtual void StoreRNGStatus(const G4String& filenamePrefix);
virtual void CreateAndStartWorkers();
// Creates worker threads and signal to start
public:
std::vector<G4String> GetCommandStack();
// This method is invoked just before spawning the threads to
// collect from UI managere the list of commands that threads
// will execute.
virtual size_t GetNumberActiveThreads() const { return threads.size(); }
// Returns number of currently active threads.
// This number may be different from the number of threads currently
// in running state (e.g. the number returned by:
// G4Threading::GetNumberOfActiveWorkerThreads() method).
static G4ThreadId GetMasterThreadId();
public:
virtual void ThisWorkerReady();
//Worker threads barrier:
//This method should be called by each
//worker when ready to start thread event-loop
//This method will return only when all workers
//are ready.
//static void ThisWorkerFinishWork();
//Worker threads barrier:
//This static method should be called by each
//worker when finish to process events
virtual void ThisWorkerEndEventLoop();
//Worker threads barrier:
//This method should be called by each
//worker when worker event loop is terminated.
typedef std::map<G4int,G4VPhysicalVolume*> masterWorlds_t;
static G4ScoringManager* GetMasterScoringManager() { return masterScM; }
static masterWorlds_t& GetMasterWorlds() { return masterWorlds; }
static void addWorld( G4int counter, G4VPhysicalVolume* w) { masterWorlds.insert( std::make_pair(counter,w) ); }
const CLHEP::HepRandomEngine* getMasterRandomEngine() const { return masterRNGEngine; }
private:
//Handling of master thread scoring worlds, access to it is needed by workers
static G4ScoringManager* masterScM;
static masterWorlds_t masterWorlds;
//Singleton implementing master thread behavior
static G4MTRunManager* fMasterRM;
G4MTRunManagerKernel* MTkernel;
public: // with description
static G4MTRunManager* GetMasterRunManager();
// Returns the singleton instance of the run manager common to all threads implementing
// the master behavior
static G4RunManagerKernel* GetMasterRunManagerKernel();
static G4MTRunManagerKernel* GetMTMasterRunManagerKernel();
// Returns the singleton instance of the run manager kernel common to all threads
protected:
// Number of worker threads. To be set by SetNumberOfThreads() method.
G4int nworkers;
// Force to use this number regardless of SetNumberOfThreads() method.
G4int forcedNwokers;
virtual void SetUserInitialization(G4VUserPhysicsList* userPL);
virtual void SetUserInitialization(G4VUserDetectorConstruction* userDC);
virtual void SetUserInitialization(G4UserWorkerInitialization* userInit);
virtual void SetUserInitialization(G4UserWorkerThreadInitialization* userInit);
virtual void SetUserInitialization(G4VUserActionInitialization* userInit);
virtual void SetUserAction(G4UserRunAction* userAction);
virtual void SetUserAction(G4VUserPrimaryGeneratorAction* userAction);
virtual void SetUserAction(G4UserEventAction* userAction);
virtual void SetUserAction(G4UserStackingAction* userAction);
virtual void SetUserAction(G4UserTrackingAction* userAction);
virtual void SetUserAction(G4UserSteppingAction* userAction);
private:
// Pin Affinity parameter
G4int pinAffinity;
// List of workers (i.e. thread)
typedef std::list<G4Thread*> G4ThreadsList;
G4ThreadsList threads;
// List of workers run managers
// List of all workers run managers
std::vector<G4String> uiCmdsForWorkers;
// List of UI commands for workers.
CLHEP::HepRandomEngine* masterRNGEngine;
// Pointer to the mastet thread random engine
protected:
virtual void WaitForReadyWorkers();
// Master thread barrier:
// Call this function to block master thread and
// wait workers to be ready to process work.
// This function will return only when all
// workers are ready to perform event loop.
virtual void WaitForEndEventLoopWorkers();
// Master thread barrier:
// Call this function to block master thread and
// wait workers have finished current event loop.
// This function will return only when all
// workers have finished processing events for this run.
protected:
G4int numberOfEventToBeProcessed;
virtual void TerminateWorkers();
// Empty the workersList
public:
// To be invoked solely from G4WorkerRunManager to merge the results
void MergeScores(const G4ScoringManager* localScoringManager);
void MergeRun(const G4Run* localRun);
public:
//Handling of more than one run per thread
enum class WorkerActionRequest {
UNDEFINED ,
NEXTITERATION , // There is another set of UI commands to be executed
PROCESSUI, // Process UI commands w/o a /run/beamOn
ENDWORKER // Terminate thread, work finished
};
virtual void RequestWorkersProcessCommandsStack();
//Called to force workers to request and process the UI commands stack
//This will block untill all workers have processed UI commands
virtual void ThisWorkerProcessCommandsStackDone();
//Called by workers to signal to master it has completed processing of
//UI commands
virtual WorkerActionRequest ThisWorkerWaitForNextAction();
//Worker thread barrier
//This method should be used by workers' run manager to wait,
//after an event loop for the next action to be performed
// (for example execute a new run)
//This returns the action to be performed
protected:
WorkerActionRequest nextActionRequest;
virtual void NewActionRequest( WorkerActionRequest newRequest );
public:
virtual void ThisWorkerReady();
// Worker threads barrier:
// This method should be called by each
// worker when ready to start thread event-loop
// This method will return only when all workers
// are ready.
// static void ThisWorkerFinishWork();
// Worker threads barrier:
// This static method should be called by each
// worker when finish to process events
virtual void ThisWorkerEndEventLoop();
// Worker threads barrier:
// This method should be called by each
// worker when worker event loop is terminated.
typedef std::map<G4int, G4VPhysicalVolume*> masterWorlds_t;
static G4ScoringManager* GetMasterScoringManager();
static masterWorlds_t& GetMasterWorlds();
static void addWorld(G4int counter, G4VPhysicalVolume* w);
protected:
G4int eventModuloDef;
G4int eventModulo;
G4int nSeedsUsed;
G4int nSeedsFilled;
G4int nSeedsMax;
G4int nSeedsPerEvent;
double* randDbl;
const CLHEP::HepRandomEngine* getMasterRandomEngine() const
{
return masterRNGEngine;
}
void RefillSeeds();
private:
// Handling of master thread scoring worlds, access to it is needed by workers
static G4ScoringManager* masterScM;
static masterWorlds_t masterWorlds;
// Singleton implementing master thread behavior
static G4MTRunManager* fMasterRM;
G4MTRunManagerKernel* MTkernel;
public:
inline void SetEventModulo(G4int i=1) { eventModuloDef = i; }
inline G4int GetEventModulo() const { return eventModuloDef; }
public: // with description
static G4MTRunManager* GetMasterRunManager();
// Returns the singleton instance of the run manager common to all threads
// implementing the master behavior
static G4RunManagerKernel* GetMasterRunManagerKernel();
static G4MTRunManagerKernel* GetMTMasterRunManagerKernel();
// Returns the singleton instance of the run manager kernel common to all
// threads
public:
virtual void AbortRun(G4bool softAbort=false);
virtual void AbortEvent();
virtual void SetUserInitialization(G4VUserPhysicsList* userPL);
virtual void SetUserInitialization(G4VUserDetectorConstruction* userDC);
virtual void SetUserInitialization(G4UserWorkerInitialization* userInit);
virtual void SetUserInitialization(
G4UserWorkerThreadInitialization* userInit);
virtual void SetUserInitialization(G4VUserActionInitialization* userInit);
virtual void SetUserAction(G4UserRunAction* userAction);
virtual void SetUserAction(G4VUserPrimaryGeneratorAction* userAction);
virtual void SetUserAction(G4UserEventAction* userAction);
virtual void SetUserAction(G4UserStackingAction* userAction);
virtual void SetUserAction(G4UserTrackingAction* userAction);
virtual void SetUserAction(G4UserSteppingAction* userAction);
protected:
static G4int seedOncePerCommunication;
// - If it is set to 0 (default), seeds that are centrally managed
// by G4MTRunManager are set for every event of every worker thread.
// This option guarantees event reproducability regardless of number
// of threads.
// - If it is set to 1, seeds are set only once for the first
// event of each run of each worker thread. Event reproducability is
// guaranteed only if the same number of worker threads are used.
// On the other hand, this option offers better computing performance
// in particular for applications with relatively small primary
// particle energy and large number of events.
// - If it is set to 2, seeds are set only for the first event of
// group of N events. This option is reserved for the future use when
// Geant4 allows number of threads to be dynatically changed during an
// event loop.
public:
static G4int SeedOncePerCommunication() { return seedOncePerCommunication; }
static void SetSeedOncePerCommunication(G4int val) { seedOncePerCommunication = val; }
protected:
//Barriers: synch points between master and workers
G4MTBarrier beginOfEventLoopBarrier;
G4MTBarrier endOfEventLoopBarrier;
G4MTBarrier nextActionRequestBarrier;
G4MTBarrier processUIBarrier;
public:
// To be invoked solely from G4WorkerRunManager to merge the results
void MergeScores(const G4ScoringManager* localScoringManager);
void MergeRun(const G4Run* localRun);
public:
// Handling of more than one run per thread
enum class WorkerActionRequest
{
UNDEFINED,
NEXTITERATION, // There is another set of UI commands to be executed
PROCESSUI, // Process UI commands w/o a /run/beamOn
ENDWORKER // Terminate thread, work finished
};
virtual void RequestWorkersProcessCommandsStack();
// Called to force workers to request and process the UI commands stack
// This will block untill all workers have processed UI commands
virtual void ThisWorkerProcessCommandsStackDone();
// Called by workers to signal to master it has completed processing of
// UI commands
virtual WorkerActionRequest ThisWorkerWaitForNextAction();
// Worker thread barrier
// This method should be used by workers' run manager to wait,
// after an event loop for the next action to be performed
// (for example execute a new run)
// This returns the action to be performed
protected:
WorkerActionRequest nextActionRequest;
virtual void NewActionRequest(WorkerActionRequest newRequest);
protected:
G4int eventModuloDef;
G4int eventModulo;
G4int nSeedsUsed;
G4int nSeedsFilled;
G4int nSeedsMax;
G4int nSeedsPerEvent;
double* randDbl;
virtual void RefillSeeds();
public:
inline void SetEventModulo(G4int i = 1) { eventModuloDef = i; }
inline G4int GetEventModulo() const { return eventModuloDef; }
public:
virtual void AbortRun(G4bool softAbort = false);
virtual void AbortEvent();
protected:
static G4ThreadId masterThreadId;
static G4int seedOncePerCommunication;
// - If it is set to 0 (default), seeds that are centrally managed
// by G4MTRunManager are set for every event of every worker thread.
// This option guarantees event reproducability regardless of number
// of threads.
// - If it is set to 1, seeds are set only once for the first
// event of each run of each worker thread. Event reproducability is
// guaranteed only if the same number of worker threads are used.
// On the other hand, this option offers better computing performance
// in particular for applications with relatively small primary
// particle energy and large number of events.
// - If it is set to 2, seeds are set only for the first event of
// group of N events. This option is reserved for the future use when
// Geant4 allows number of threads to be dynatically changed during an
// event loop.
public:
static G4int SeedOncePerCommunication();
static void SetSeedOncePerCommunication(G4int val);
static G4ThreadId GetMasterTheadId();
protected:
// Barriers: synch points between master and workers
G4MTBarrier beginOfEventLoopBarrier;
G4MTBarrier endOfEventLoopBarrier;
G4MTBarrier nextActionRequestBarrier;
G4MTBarrier processUIBarrier;
};
#endif //G4MTRunManager_h
#endif // G4MTRunManager_h