new driver: kubernetes
Tested with `kind` and GKE. Note: "nodes" shown in `docker buildx ls` are unrelated to Kubernetes "nodes". Probably buildx should come up with an alternative term. Usage: $ kind create cluster $ export KUBECONFIG="$(kind get kubeconfig-path --name="kind")" $ docker buildx create --driver kubernetes --driver-opt replicas=3 --use $ docker buildx build -t foo --load . `--load` loads the image into the local Docker. Driver opts: - `image=IMAGE` - Sets the container image to be used for running buildkit. - `namespace=NS` - Sets the Kubernetes namespace. Defaults to the current namespace. - `replicas=N` - Sets the number of `Pod` replicas. Defaults to 1. - `rootless=(true|false)` - Run the container as a non-root user without `securityContext.privileged`. Defaults to false. - `loadbalance=(sticky|random)` - Load-balancing strategy. If set to "sticky", the pod is chosen using the hash of the context path. Defaults to "sticky" Signed-off-by: Akihiro Suda <akihiro.suda.cz@hco.ntt.co.jp>
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98
vendor/github.com/docker/spdystream/priority.go
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vendored
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98
vendor/github.com/docker/spdystream/priority.go
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package spdystream
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import (
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"container/heap"
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"sync"
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"github.com/docker/spdystream/spdy"
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)
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type prioritizedFrame struct {
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frame spdy.Frame
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priority uint8
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insertId uint64
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}
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type frameQueue []*prioritizedFrame
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func (fq frameQueue) Len() int {
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return len(fq)
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}
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func (fq frameQueue) Less(i, j int) bool {
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if fq[i].priority == fq[j].priority {
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return fq[i].insertId < fq[j].insertId
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}
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return fq[i].priority < fq[j].priority
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}
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func (fq frameQueue) Swap(i, j int) {
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fq[i], fq[j] = fq[j], fq[i]
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}
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func (fq *frameQueue) Push(x interface{}) {
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*fq = append(*fq, x.(*prioritizedFrame))
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}
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func (fq *frameQueue) Pop() interface{} {
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old := *fq
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n := len(old)
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*fq = old[0 : n-1]
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return old[n-1]
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}
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type PriorityFrameQueue struct {
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queue *frameQueue
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c *sync.Cond
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size int
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nextInsertId uint64
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drain bool
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}
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func NewPriorityFrameQueue(size int) *PriorityFrameQueue {
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queue := make(frameQueue, 0, size)
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heap.Init(&queue)
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return &PriorityFrameQueue{
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queue: &queue,
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size: size,
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c: sync.NewCond(&sync.Mutex{}),
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}
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}
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func (q *PriorityFrameQueue) Push(frame spdy.Frame, priority uint8) {
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q.c.L.Lock()
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defer q.c.L.Unlock()
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for q.queue.Len() >= q.size {
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q.c.Wait()
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}
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pFrame := &prioritizedFrame{
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frame: frame,
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priority: priority,
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insertId: q.nextInsertId,
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}
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q.nextInsertId = q.nextInsertId + 1
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heap.Push(q.queue, pFrame)
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q.c.Signal()
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}
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func (q *PriorityFrameQueue) Pop() spdy.Frame {
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q.c.L.Lock()
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defer q.c.L.Unlock()
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for q.queue.Len() == 0 {
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if q.drain {
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return nil
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}
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q.c.Wait()
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}
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frame := heap.Pop(q.queue).(*prioritizedFrame).frame
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q.c.Signal()
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return frame
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}
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func (q *PriorityFrameQueue) Drain() {
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q.c.L.Lock()
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defer q.c.L.Unlock()
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q.drain = true
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q.c.Broadcast()
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}
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