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+// Copyright 2019 The Go Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style
+// license that can be found in the LICENSE file.
+
+// Scavenging free pages.
+//
+// This file implements scavenging (the release of physical pages backing mapped
+// memory) of free and unused pages in the heap as a way to deal with page-level
+// fragmentation and reduce the RSS of Go applications.
+//
+// Scavenging in Go happens on two fronts: there's the background
+// (asynchronous) scavenger and the heap-growth (synchronous) scavenger.
+//
+// The former happens on a goroutine much like the background sweeper which is
+// soft-capped at using scavengePercent of the mutator's time, based on
+// order-of-magnitude estimates of the costs of scavenging. The background
+// scavenger's primary goal is to bring the estimated heap RSS of the
+// application down to a goal.
+//
+// Before we consider what this looks like, we need to split the world into two
+// halves. One in which a memory limit is not set, and one in which it is.
+//
+// For the former, the goal is defined as:
+// (retainExtraPercent+100) / 100 * (heapGoal / lastHeapGoal) * lastHeapInUse
+//
+// Essentially, we wish to have the application's RSS track the heap goal, but
+// the heap goal is defined in terms of bytes of objects, rather than pages like
+// RSS. As a result, we need to take into account for fragmentation internal to
+// spans. heapGoal / lastHeapGoal defines the ratio between the current heap goal
+// and the last heap goal, which tells us by how much the heap is growing and
+// shrinking. We estimate what the heap will grow to in terms of pages by taking
+// this ratio and multiplying it by heapInUse at the end of the last GC, which
+// allows us to account for this additional fragmentation. Note that this
+// procedure makes the assumption that the degree of fragmentation won't change
+// dramatically over the next GC cycle. Overestimating the amount of
+// fragmentation simply results in higher memory use, which will be accounted
+// for by the next pacing up date. Underestimating the fragmentation however
+// could lead to performance degradation. Handling this case is not within the
+// scope of the scavenger. Situations where the amount of fragmentation balloons
+// over the course of a single GC cycle should be considered pathologies,
+// flagged as bugs, and fixed appropriately.
+//
+// An additional factor of retainExtraPercent is added as a buffer to help ensure
+// that there's more unscavenged memory to allocate out of, since each allocation
+// out of scavenged memory incurs a potentially expensive page fault.
+//
+// If a memory limit is set, then we wish to pick a scavenge goal that maintains
+// that memory limit. For that, we look at total memory that has been committed
+// (memstats.mappedReady) and try to bring that down below the limit. In this case,
+// we want to give buffer space in the *opposite* direction. When the application
+// is close to the limit, we want to make sure we push harder to keep it under, so
+// if we target below the memory limit, we ensure that the background scavenger is
+// giving the situation the urgency it deserves.
+//
+// In this case, the goal is defined as:
+// (100-reduceExtraPercent) / 100 * memoryLimit
+//
+// We compute both of these goals, and check whether either of them have been met.
+// The background scavenger continues operating as long as either one of the goals
+// has not been met.
+//
+// The goals are updated after each GC.
+//
+// The synchronous heap-growth scavenging happens whenever the heap grows in
+// size, for some definition of heap-growth. The intuition behind this is that
+// the application had to grow the heap because existing fragments were
+// not sufficiently large to satisfy a page-level memory allocation, so we
+// scavenge those fragments eagerly to offset the growth in RSS that results.
+
+package runtime
+
+import (
+ "internal/goos"
+ "runtime/internal/atomic"
+ "runtime/internal/sys"
+ "unsafe"
+)
+
+const (
+ // The background scavenger is paced according to these parameters.
+ //
+ // scavengePercent represents the portion of mutator time we're willing
+ // to spend on scavenging in percent.
+ scavengePercent = 1 // 1%
+
+ // retainExtraPercent represents the amount of memory over the heap goal
+ // that the scavenger should keep as a buffer space for the allocator.
+ // This constant is used when we do not have a memory limit set.
+ //
+ // The purpose of maintaining this overhead is to have a greater pool of
+ // unscavenged memory available for allocation (since using scavenged memory
+ // incurs an additional cost), to account for heap fragmentation and
+ // the ever-changing layout of the heap.
+ retainExtraPercent = 10
+
+ // reduceExtraPercent represents the amount of memory under the limit
+ // that the scavenger should target. For example, 5 means we target 95%
+ // of the limit.
+ //
+ // The purpose of shooting lower than the limit is to ensure that, once
+ // close to the limit, the scavenger is working hard to maintain it. If
+ // we have a memory limit set but are far away from it, there's no harm
+ // in leaving up to 100-retainExtraPercent live, and it's more efficient
+ // anyway, for the same reasons that retainExtraPercent exists.
+ reduceExtraPercent = 5
+
+ // maxPagesPerPhysPage is the maximum number of supported runtime pages per
+ // physical page, based on maxPhysPageSize.
+ maxPagesPerPhysPage = maxPhysPageSize / pageSize
+
+ // scavengeCostRatio is the approximate ratio between the costs of using previously
+ // scavenged memory and scavenging memory.
+ //
+ // For most systems the cost of scavenging greatly outweighs the costs
+ // associated with using scavenged memory, making this constant 0. On other systems
+ // (especially ones where "sysUsed" is not just a no-op) this cost is non-trivial.
+ //
+ // This ratio is used as part of multiplicative factor to help the scavenger account
+ // for the additional costs of using scavenged memory in its pacing.
+ scavengeCostRatio = 0.7 * (goos.IsDarwin + goos.IsIos)
+)
+
+// heapRetained returns an estimate of the current heap RSS.
+func heapRetained() uint64 {
+ return gcController.heapInUse.load() + gcController.heapFree.load()
+}
+
+// gcPaceScavenger updates the scavenger's pacing, particularly
+// its rate and RSS goal. For this, it requires the current heapGoal,
+// and the heapGoal for the previous GC cycle.
+//
+// The RSS goal is based on the current heap goal with a small overhead
+// to accommodate non-determinism in the allocator.
+//
+// The pacing is based on scavengePageRate, which applies to both regular and
+// huge pages. See that constant for more information.
+//
+// Must be called whenever GC pacing is updated.
+//
+// mheap_.lock must be held or the world must be stopped.
+func gcPaceScavenger(memoryLimit int64, heapGoal, lastHeapGoal uint64) {
+ assertWorldStoppedOrLockHeld(&mheap_.lock)
+
+ // As described at the top of this file, there are two scavenge goals here: one
+ // for gcPercent and one for memoryLimit. Let's handle the latter first because
+ // it's simpler.
+
+ // We want to target retaining (100-reduceExtraPercent)% of the heap.
+ memoryLimitGoal := uint64(float64(memoryLimit) * (100.0 - reduceExtraPercent))
+
+ // mappedReady is comparable to memoryLimit, and represents how much total memory
+ // the Go runtime has committed now (estimated).
+ mappedReady := gcController.mappedReady.Load()
+
+ // If we're below the goal already indicate that we don't need the background
+ // scavenger for the memory limit. This may seems worrisome at first, but note
+ // that the allocator will assist the background scavenger in the face of a memory
+ // limit, so we'll be safe even if we stop the scavenger when we shouldn't have.
+ if mappedReady <= memoryLimitGoal {
+ scavenge.memoryLimitGoal.Store(^uint64(0))
+ } else {
+ scavenge.memoryLimitGoal.Store(memoryLimitGoal)
+ }
+
+ // Now handle the gcPercent goal.
+
+ // If we're called before the first GC completed, disable scavenging.
+ // We never scavenge before the 2nd GC cycle anyway (we don't have enough
+ // information about the heap yet) so this is fine, and avoids a fault
+ // or garbage data later.
+ if lastHeapGoal == 0 {
+ scavenge.gcPercentGoal.Store(^uint64(0))
+ return
+ }
+ // Compute our scavenging goal.
+ goalRatio := float64(heapGoal) / float64(lastHeapGoal)
+ gcPercentGoal := uint64(float64(memstats.lastHeapInUse) * goalRatio)
+ // Add retainExtraPercent overhead to retainedGoal. This calculation
+ // looks strange but the purpose is to arrive at an integer division
+ // (e.g. if retainExtraPercent = 12.5, then we get a divisor of 8)
+ // that also avoids the overflow from a multiplication.
+ gcPercentGoal += gcPercentGoal / (1.0 / (retainExtraPercent / 100.0))
+ // Align it to a physical page boundary to make the following calculations
+ // a bit more exact.
+ gcPercentGoal = (gcPercentGoal + uint64(physPageSize) - 1) &^ (uint64(physPageSize) - 1)
+
+ // Represents where we are now in the heap's contribution to RSS in bytes.
+ //
+ // Guaranteed to always be a multiple of physPageSize on systems where
+ // physPageSize <= pageSize since we map new heap memory at a size larger than
+ // any physPageSize and released memory in multiples of the physPageSize.
+ //
+ // However, certain functions recategorize heap memory as other stats (e.g.
+ // stacks) and this happens in multiples of pageSize, so on systems
+ // where physPageSize > pageSize the calculations below will not be exact.
+ // Generally this is OK since we'll be off by at most one regular
+ // physical page.
+ heapRetainedNow := heapRetained()
+
+ // If we're already below our goal, or within one page of our goal, then indicate
+ // that we don't need the background scavenger for maintaining a memory overhead
+ // proportional to the heap goal.
+ if heapRetainedNow <= gcPercentGoal || heapRetainedNow-gcPercentGoal < uint64(physPageSize) {
+ scavenge.gcPercentGoal.Store(^uint64(0))
+ } else {
+ scavenge.gcPercentGoal.Store(gcPercentGoal)
+ }
+}
+
+var scavenge struct {
+ // gcPercentGoal is the amount of retained heap memory (measured by
+ // heapRetained) that the runtime will try to maintain by returning
+ // memory to the OS. This goal is derived from gcController.gcPercent
+ // by choosing to retain enough memory to allocate heap memory up to
+ // the heap goal.
+ gcPercentGoal atomic.Uint64
+
+ // memoryLimitGoal is the amount of memory retained by the runtime (
+ // measured by gcController.mappedReady) that the runtime will try to
+ // maintain by returning memory to the OS. This goal is derived from
+ // gcController.memoryLimit by choosing to target the memory limit or
+ // some lower target to keep the scavenger working.
+ memoryLimitGoal atomic.Uint64
+}
+
+const (
+ // It doesn't really matter what value we start at, but we can't be zero, because
+ // that'll cause divide-by-zero issues. Pick something conservative which we'll
+ // also use as a fallback.
+ startingScavSleepRatio = 0.001
+
+ // Spend at least 1 ms scavenging, otherwise the corresponding
+ // sleep time to maintain our desired utilization is too low to
+ // be reliable.
+ minScavWorkTime = 1e6
+)
+
+// Sleep/wait state of the background scavenger.
+var scavenger scavengerState
+
+type scavengerState struct {
+ // lock protects all fields below.
+ lock mutex
+
+ // g is the goroutine the scavenger is bound to.
+ g *g
+
+ // parked is whether or not the scavenger is parked.
+ parked bool
+
+ // timer is the timer used for the scavenger to sleep.
+ timer *timer
+
+ // sysmonWake signals to sysmon that it should wake the scavenger.
+ sysmonWake atomic.Uint32
+
+ // targetCPUFraction is the target CPU overhead for the scavenger.
+ targetCPUFraction float64
+
+ // sleepRatio is the ratio of time spent doing scavenging work to
+ // time spent sleeping. This is used to decide how long the scavenger
+ // should sleep for in between batches of work. It is set by
+ // critSleepController in order to maintain a CPU overhead of
+ // targetCPUFraction.
+ //
+ // Lower means more sleep, higher means more aggressive scavenging.
+ sleepRatio float64
+
+ // sleepController controls sleepRatio.
+ //
+ // See sleepRatio for more details.
+ sleepController piController
+
+ // cooldown is the time left in nanoseconds during which we avoid
+ // using the controller and we hold sleepRatio at a conservative
+ // value. Used if the controller's assumptions fail to hold.
+ controllerCooldown int64
+
+ // printControllerReset instructs printScavTrace to signal that
+ // the controller was reset.
+ printControllerReset bool
+
+ // sleepStub is a stub used for testing to avoid actually having
+ // the scavenger sleep.
+ //
+ // Unlike the other stubs, this is not populated if left nil
+ // Instead, it is called when non-nil because any valid implementation
+ // of this function basically requires closing over this scavenger
+ // state, and allocating a closure is not allowed in the runtime as
+ // a matter of policy.
+ sleepStub func(n int64) int64
+
+ // scavenge is a function that scavenges n bytes of memory.
+ // Returns how many bytes of memory it actually scavenged, as
+ // well as the time it took in nanoseconds. Usually mheap.pages.scavenge
+ // with nanotime called around it, but stubbed out for testing.
+ // Like mheap.pages.scavenge, if it scavenges less than n bytes of
+ // memory, the caller may assume the heap is exhausted of scavengable
+ // memory for now.
+ //
+ // If this is nil, it is populated with the real thing in init.
+ scavenge func(n uintptr) (uintptr, int64)
+
+ // shouldStop is a callback called in the work loop and provides a
+ // point that can force the scavenger to stop early, for example because
+ // the scavenge policy dictates too much has been scavenged already.
+ //
+ // If this is nil, it is populated with the real thing in init.
+ shouldStop func() bool
+
+ // gomaxprocs returns the current value of gomaxprocs. Stub for testing.
+ //
+ // If this is nil, it is populated with the real thing in init.
+ gomaxprocs func() int32
+}
+
+// init initializes a scavenger state and wires to the current G.
+//
+// Must be called from a regular goroutine that can allocate.
+func (s *scavengerState) init() {
+ if s.g != nil {
+ throw("scavenger state is already wired")
+ }
+ lockInit(&s.lock, lockRankScavenge)
+ s.g = getg()
+
+ s.timer = new(timer)
+ s.timer.arg = s
+ s.timer.f = func(s any, _ uintptr) {
+ s.(*scavengerState).wake()
+ }
+
+ // input: fraction of CPU time actually used.
+ // setpoint: ideal CPU fraction.
+ // output: ratio of time worked to time slept (determines sleep time).
+ //
+ // The output of this controller is somewhat indirect to what we actually
+ // want to achieve: how much time to sleep for. The reason for this definition
+ // is to ensure that the controller's outputs have a direct relationship with
+ // its inputs (as opposed to an inverse relationship), making it somewhat
+ // easier to reason about for tuning purposes.
+ s.sleepController = piController{
+ // Tuned loosely via Ziegler-Nichols process.
+ kp: 0.3375,
+ ti: 3.2e6,
+ tt: 1e9, // 1 second reset time.
+
+ // These ranges seem wide, but we want to give the controller plenty of
+ // room to hunt for the optimal value.
+ min: 0.001, // 1:1000
+ max: 1000.0, // 1000:1
+ }
+ s.sleepRatio = startingScavSleepRatio
+
+ // Install real functions if stubs aren't present.
+ if s.scavenge == nil {
+ s.scavenge = func(n uintptr) (uintptr, int64) {
+ start := nanotime()
+ r := mheap_.pages.scavenge(n, nil)
+ end := nanotime()
+ if start >= end {
+ return r, 0
+ }
+ return r, end - start
+ }
+ }
+ if s.shouldStop == nil {
+ s.shouldStop = func() bool {
+ // If background scavenging is disabled or if there's no work to do just stop.
+ return heapRetained() <= scavenge.gcPercentGoal.Load() &&
+ (!go119MemoryLimitSupport ||
+ gcController.mappedReady.Load() <= scavenge.memoryLimitGoal.Load())
+ }
+ }
+ if s.gomaxprocs == nil {
+ s.gomaxprocs = func() int32 {
+ return gomaxprocs
+ }
+ }
+}
+
+// park parks the scavenger goroutine.
+func (s *scavengerState) park() {
+ lock(&s.lock)
+ if getg() != s.g {
+ throw("tried to park scavenger from another goroutine")
+ }
+ s.parked = true
+ goparkunlock(&s.lock, waitReasonGCScavengeWait, traceEvGoBlock, 2)
+}
+
+// ready signals to sysmon that the scavenger should be awoken.
+func (s *scavengerState) ready() {
+ s.sysmonWake.Store(1)
+}
+
+// wake immediately unparks the scavenger if necessary.
+//
+// Safe to run without a P.
+func (s *scavengerState) wake() {
+ lock(&s.lock)
+ if s.parked {
+ // Unset sysmonWake, since the scavenger is now being awoken.
+ s.sysmonWake.Store(0)
+
+ // s.parked is unset to prevent a double wake-up.
+ s.parked = false
+
+ // Ready the goroutine by injecting it. We use injectglist instead
+ // of ready or goready in order to allow us to run this function
+ // without a P. injectglist also avoids placing the goroutine in
+ // the current P's runnext slot, which is desirable to prevent
+ // the scavenger from interfering with user goroutine scheduling
+ // too much.
+ var list gList
+ list.push(s.g)
+ injectglist(&list)
+ }
+ unlock(&s.lock)
+}
+
+// sleep puts the scavenger to sleep based on the amount of time that it worked
+// in nanoseconds.
+//
+// Note that this function should only be called by the scavenger.
+//
+// The scavenger may be woken up earlier by a pacing change, and it may not go
+// to sleep at all if there's a pending pacing change.
+func (s *scavengerState) sleep(worked float64) {
+ lock(&s.lock)
+ if getg() != s.g {
+ throw("tried to sleep scavenger from another goroutine")
+ }
+
+ if worked < minScavWorkTime {
+ // This means there wasn't enough work to actually fill up minScavWorkTime.
+ // That's fine; we shouldn't try to do anything with this information
+ // because it's going result in a short enough sleep request that things
+ // will get messy. Just assume we did at least this much work.
+ // All this means is that we'll sleep longer than we otherwise would have.
+ worked = minScavWorkTime
+ }
+
+ // Multiply the critical time by 1 + the ratio of the costs of using
+ // scavenged memory vs. scavenging memory. This forces us to pay down
+ // the cost of reusing this memory eagerly by sleeping for a longer period
+ // of time and scavenging less frequently. More concretely, we avoid situations
+ // where we end up scavenging so often that we hurt allocation performance
+ // because of the additional overheads of using scavenged memory.
+ worked *= 1 + scavengeCostRatio
+
+ // sleepTime is the amount of time we're going to sleep, based on the amount
+ // of time we worked, and the sleepRatio.
+ sleepTime := int64(worked / s.sleepRatio)
+
+ var slept int64
+ if s.sleepStub == nil {
+ // Set the timer.
+ //
+ // This must happen here instead of inside gopark
+ // because we can't close over any variables without
+ // failing escape analysis.
+ start := nanotime()
+ resetTimer(s.timer, start+sleepTime)
+
+ // Mark ourselves as asleep and go to sleep.
+ s.parked = true
+ goparkunlock(&s.lock, waitReasonSleep, traceEvGoSleep, 2)
+
+ // How long we actually slept for.
+ slept = nanotime() - start
+
+ lock(&s.lock)
+ // Stop the timer here because s.wake is unable to do it for us.
+ // We don't really care if we succeed in stopping the timer. One
+ // reason we might fail is that we've already woken up, but the timer
+ // might be in the process of firing on some other P; essentially we're
+ // racing with it. That's totally OK. Double wake-ups are perfectly safe.
+ stopTimer(s.timer)
+ unlock(&s.lock)
+ } else {
+ unlock(&s.lock)
+ slept = s.sleepStub(sleepTime)
+ }
+
+ // Stop here if we're cooling down from the controller.
+ if s.controllerCooldown > 0 {
+ // worked and slept aren't exact measures of time, but it's OK to be a bit
+ // sloppy here. We're just hoping we're avoiding some transient bad behavior.
+ t := slept + int64(worked)
+ if t > s.controllerCooldown {
+ s.controllerCooldown = 0
+ } else {
+ s.controllerCooldown -= t
+ }
+ return
+ }
+
+ // idealFraction is the ideal % of overall application CPU time that we
+ // spend scavenging.
+ idealFraction := float64(scavengePercent) / 100.0
+
+ // Calculate the CPU time spent.
+ //
+ // This may be slightly inaccurate with respect to GOMAXPROCS, but we're
+ // recomputing this often enough relative to GOMAXPROCS changes in general
+ // (it only changes when the world is stopped, and not during a GC) that
+ // that small inaccuracy is in the noise.
+ cpuFraction := worked / ((float64(slept) + worked) * float64(s.gomaxprocs()))
+
+ // Update the critSleepRatio, adjusting until we reach our ideal fraction.
+ var ok bool
+ s.sleepRatio, ok = s.sleepController.next(cpuFraction, idealFraction, float64(slept)+worked)
+ if !ok {
+ // The core assumption of the controller, that we can get a proportional
+ // response, broke down. This may be transient, so temporarily switch to
+ // sleeping a fixed, conservative amount.
+ s.sleepRatio = startingScavSleepRatio
+ s.controllerCooldown = 5e9 // 5 seconds.
+
+ // Signal the scav trace printer to output this.
+ s.controllerFailed()
+ }
+}
+
+// controllerFailed indicates that the scavenger's scheduling
+// controller failed.
+func (s *scavengerState) controllerFailed() {
+ lock(&s.lock)
+ s.printControllerReset = true
+ unlock(&s.lock)
+}
+
+// run is the body of the main scavenging loop.
+//
+// Returns the number of bytes released and the estimated time spent
+// releasing those bytes.
+//
+// Must be run on the scavenger goroutine.
+func (s *scavengerState) run() (released uintptr, worked float64) {
+ lock(&s.lock)
+ if getg() != s.g {
+ throw("tried to run scavenger from another goroutine")
+ }
+ unlock(&s.lock)
+
+ for worked < minScavWorkTime {
+ // If something from outside tells us to stop early, stop.
+ if s.shouldStop() {
+ break
+ }
+
+ // scavengeQuantum is the amount of memory we try to scavenge
+ // in one go. A smaller value means the scavenger is more responsive
+ // to the scheduler in case of e.g. preemption. A larger value means
+ // that the overheads of scavenging are better amortized, so better
+ // scavenging throughput.
+ //
+ // The current value is chosen assuming a cost of ~10µs/physical page
+ // (this is somewhat pessimistic), which implies a worst-case latency of
+ // about 160µs for 4 KiB physical pages. The current value is biased
+ // toward latency over throughput.
+ const scavengeQuantum = 64 << 10
+
+ // Accumulate the amount of time spent scavenging.
+ r, duration := s.scavenge(scavengeQuantum)
+
+ // On some platforms we may see end >= start if the time it takes to scavenge
+ // memory is less than the minimum granularity of its clock (e.g. Windows) or
+ // due to clock bugs.
+ //
+ // In this case, just assume scavenging takes 10 µs per regular physical page
+ // (determined empirically), and conservatively ignore the impact of huge pages
+ // on timing.
+ const approxWorkedNSPerPhysicalPage = 10e3
+ if duration == 0 {
+ worked += approxWorkedNSPerPhysicalPage * float64(r/physPageSize)
+ } else {
+ // TODO(mknyszek): If duration is small compared to worked, it could be
+ // rounded down to zero. Probably not a problem in practice because the
+ // values are all within a few orders of magnitude of each other but maybe
+ // worth worrying about.
+ worked += float64(duration)
+ }
+ released += r
+
+ // scavenge does not return until it either finds the requisite amount of
+ // memory to scavenge, or exhausts the heap. If we haven't found enough
+ // to scavenge, then the heap must be exhausted.
+ if r < scavengeQuantum {
+ break
+ }
+ // When using fake time just do one loop.
+ if faketime != 0 {
+ break
+ }
+ }
+ if released > 0 && released < physPageSize {
+ // If this happens, it means that we may have attempted to release part
+ // of a physical page, but the likely effect of that is that it released
+ // the whole physical page, some of which may have still been in-use.
+ // This could lead to memory corruption. Throw.
+ throw("released less than one physical page of memory")
+ }
+ return
+}
+
+// Background scavenger.
+//
+// The background scavenger maintains the RSS of the application below
+// the line described by the proportional scavenging statistics in
+// the mheap struct.
+func bgscavenge(c chan int) {
+ scavenger.init()
+
+ c <- 1
+ scavenger.park()
+
+ for {
+ released, workTime := scavenger.run()
+ if released == 0 {
+ scavenger.park()
+ continue
+ }
+ atomic.Xadduintptr(&mheap_.pages.scav.released, released)
+ scavenger.sleep(workTime)
+ }
+}
+
+// scavenge scavenges nbytes worth of free pages, starting with the
+// highest address first. Successive calls continue from where it left
+// off until the heap is exhausted. Call scavengeStartGen to bring it
+// back to the top of the heap.
+//
+// Returns the amount of memory scavenged in bytes.
+//
+// scavenge always tries to scavenge nbytes worth of memory, and will
+// only fail to do so if the heap is exhausted for now.
+func (p *pageAlloc) scavenge(nbytes uintptr, shouldStop func() bool) uintptr {
+ released := uintptr(0)
+ for released < nbytes {
+ ci, pageIdx := p.scav.index.find()
+ if ci == 0 {
+ break
+ }
+ systemstack(func() {
+ released += p.scavengeOne(ci, pageIdx, nbytes-released)
+ })
+ if shouldStop != nil && shouldStop() {
+ break
+ }
+ }
+ return released
+}
+
+// printScavTrace prints a scavenge trace line to standard error.
+//
+// released should be the amount of memory released since the last time this
+// was called, and forced indicates whether the scavenge was forced by the
+// application.
+//
+// scavenger.lock must be held.
+func printScavTrace(released uintptr, forced bool) {
+ assertLockHeld(&scavenger.lock)
+
+ printlock()
+ print("scav ",
+ released>>10, " KiB work, ",
+ gcController.heapReleased.load()>>10, " KiB total, ",
+ (gcController.heapInUse.load()*100)/heapRetained(), "% util",
+ )
+ if forced {
+ print(" (forced)")
+ } else if scavenger.printControllerReset {
+ print(" [controller reset]")
+ scavenger.printControllerReset = false
+ }
+ println()
+ printunlock()
+}
+
+// scavengeOne walks over the chunk at chunk index ci and searches for
+// a contiguous run of pages to scavenge. It will try to scavenge
+// at most max bytes at once, but may scavenge more to avoid
+// breaking huge pages. Once it scavenges some memory it returns
+// how much it scavenged in bytes.
+//
+// searchIdx is the page index to start searching from in ci.
+//
+// Returns the number of bytes scavenged.
+//
+// Must run on the systemstack because it acquires p.mheapLock.
+//
+//go:systemstack
+func (p *pageAlloc) scavengeOne(ci chunkIdx, searchIdx uint, max uintptr) uintptr {
+ // Calculate the maximum number of pages to scavenge.
+ //
+ // This should be alignUp(max, pageSize) / pageSize but max can and will
+ // be ^uintptr(0), so we need to be very careful not to overflow here.
+ // Rather than use alignUp, calculate the number of pages rounded down
+ // first, then add back one if necessary.
+ maxPages := max / pageSize
+ if max%pageSize != 0 {
+ maxPages++
+ }
+
+ // Calculate the minimum number of pages we can scavenge.
+ //
+ // Because we can only scavenge whole physical pages, we must
+ // ensure that we scavenge at least minPages each time, aligned
+ // to minPages*pageSize.
+ minPages := physPageSize / pageSize
+ if minPages < 1 {
+ minPages = 1
+ }
+
+ lock(p.mheapLock)
+ if p.summary[len(p.summary)-1][ci].max() >= uint(minPages) {
+ // We only bother looking for a candidate if there at least
+ // minPages free pages at all.
+ base, npages := p.chunkOf(ci).findScavengeCandidate(pallocChunkPages-1, minPages, maxPages)
+
+ // If we found something, scavenge it and return!
+ if npages != 0 {
+ // Compute the full address for the start of the range.
+ addr := chunkBase(ci) + uintptr(base)*pageSize
+
+ // Mark the range we're about to scavenge as allocated, because
+ // we don't want any allocating goroutines to grab it while
+ // the scavenging is in progress.
+ if scav := p.allocRange(addr, uintptr(npages)); scav != 0 {
+ throw("double scavenge")
+ }
+
+ // With that done, it's safe to unlock.
+ unlock(p.mheapLock)
+
+ if !p.test {
+ // Only perform the actual scavenging if we're not in a test.
+ // It's dangerous to do so otherwise.
+ sysUnused(unsafe.Pointer(addr), uintptr(npages)*pageSize)
+
+ // Update global accounting only when not in test, otherwise
+ // the runtime's accounting will be wrong.
+ nbytes := int64(npages) * pageSize
+ gcController.heapReleased.add(nbytes)
+ gcController.heapFree.add(-nbytes)
+
+ stats := memstats.heapStats.acquire()
+ atomic.Xaddint64(&stats.committed, -nbytes)
+ atomic.Xaddint64(&stats.released, nbytes)
+ memstats.heapStats.release()
+ }
+
+ // Relock the heap, because now we need to make these pages
+ // available allocation. Free them back to the page allocator.
+ lock(p.mheapLock)
+ p.free(addr, uintptr(npages), true)
+
+ // Mark the range as scavenged.
+ p.chunkOf(ci).scavenged.setRange(base, npages)
+ unlock(p.mheapLock)
+
+ return uintptr(npages) * pageSize
+ }
+ }
+ // Mark this chunk as having no free pages.
+ p.scav.index.clear(ci)
+ unlock(p.mheapLock)
+
+ return 0
+}
+
+// fillAligned returns x but with all zeroes in m-aligned
+// groups of m bits set to 1 if any bit in the group is non-zero.
+//
+// For example, fillAligned(0x0100a3, 8) == 0xff00ff.
+//
+// Note that if m == 1, this is a no-op.
+//
+// m must be a power of 2 <= maxPagesPerPhysPage.
+func fillAligned(x uint64, m uint) uint64 {
+ apply := func(x uint64, c uint64) uint64 {
+ // The technique used it here is derived from
+ // https://graphics.stanford.edu/~seander/bithacks.html#ZeroInWord
+ // and extended for more than just bytes (like nibbles
+ // and uint16s) by using an appropriate constant.
+ //
+ // To summarize the technique, quoting from that page:
+ // "[It] works by first zeroing the high bits of the [8]
+ // bytes in the word. Subsequently, it adds a number that
+ // will result in an overflow to the high bit of a byte if
+ // any of the low bits were initially set. Next the high
+ // bits of the original word are ORed with these values;
+ // thus, the high bit of a byte is set iff any bit in the
+ // byte was set. Finally, we determine if any of these high
+ // bits are zero by ORing with ones everywhere except the
+ // high bits and inverting the result."
+ return ^((((x & c) + c) | x) | c)
+ }
+ // Transform x to contain a 1 bit at the top of each m-aligned
+ // group of m zero bits.
+ switch m {
+ case 1:
+ return x
+ case 2:
+ x = apply(x, 0x5555555555555555)
+ case 4:
+ x = apply(x, 0x7777777777777777)
+ case 8:
+ x = apply(x, 0x7f7f7f7f7f7f7f7f)
+ case 16:
+ x = apply(x, 0x7fff7fff7fff7fff)
+ case 32:
+ x = apply(x, 0x7fffffff7fffffff)
+ case 64: // == maxPagesPerPhysPage
+ x = apply(x, 0x7fffffffffffffff)
+ default:
+ throw("bad m value")
+ }
+ // Now, the top bit of each m-aligned group in x is set
+ // that group was all zero in the original x.
+
+ // From each group of m bits subtract 1.
+ // Because we know only the top bits of each
+ // m-aligned group are set, we know this will
+ // set each group to have all the bits set except
+ // the top bit, so just OR with the original
+ // result to set all the bits.
+ return ^((x - (x >> (m - 1))) | x)
+}
+
+// findScavengeCandidate returns a start index and a size for this pallocData
+// segment which represents a contiguous region of free and unscavenged memory.
+//
+// searchIdx indicates the page index within this chunk to start the search, but
+// note that findScavengeCandidate searches backwards through the pallocData. As a
+// a result, it will return the highest scavenge candidate in address order.
+//
+// min indicates a hard minimum size and alignment for runs of pages. That is,
+// findScavengeCandidate will not return a region smaller than min pages in size,
+// or that is min pages or greater in size but not aligned to min. min must be
+// a non-zero power of 2 <= maxPagesPerPhysPage.
+//
+// max is a hint for how big of a region is desired. If max >= pallocChunkPages, then
+// findScavengeCandidate effectively returns entire free and unscavenged regions.
+// If max < pallocChunkPages, it may truncate the returned region such that size is
+// max. However, findScavengeCandidate may still return a larger region if, for
+// example, it chooses to preserve huge pages, or if max is not aligned to min (it
+// will round up). That is, even if max is small, the returned size is not guaranteed
+// to be equal to max. max is allowed to be less than min, in which case it is as if
+// max == min.
+func (m *pallocData) findScavengeCandidate(searchIdx uint, min, max uintptr) (uint, uint) {
+ if min&(min-1) != 0 || min == 0 {
+ print("runtime: min = ", min, "\n")
+ throw("min must be a non-zero power of 2")
+ } else if min > maxPagesPerPhysPage {
+ print("runtime: min = ", min, "\n")
+ throw("min too large")
+ }
+ // max may not be min-aligned, so we might accidentally truncate to
+ // a max value which causes us to return a non-min-aligned value.
+ // To prevent this, align max up to a multiple of min (which is always
+ // a power of 2). This also prevents max from ever being less than
+ // min, unless it's zero, so handle that explicitly.
+ if max == 0 {
+ max = min
+ } else {
+ max = alignUp(max, min)
+ }
+
+ i := int(searchIdx / 64)
+ // Start by quickly skipping over blocks of non-free or scavenged pages.
+ for ; i >= 0; i-- {
+ // 1s are scavenged OR non-free => 0s are unscavenged AND free
+ x := fillAligned(m.scavenged[i]|m.pallocBits[i], uint(min))
+ if x != ^uint64(0) {
+ break
+ }
+ }
+ if i < 0 {
+ // Failed to find any free/unscavenged pages.
+ return 0, 0
+ }
+ // We have something in the 64-bit chunk at i, but it could
+ // extend further. Loop until we find the extent of it.
+
+ // 1s are scavenged OR non-free => 0s are unscavenged AND free
+ x := fillAligned(m.scavenged[i]|m.pallocBits[i], uint(min))
+ z1 := uint(sys.LeadingZeros64(^x))
+ run, end := uint(0), uint(i)*64+(64-z1)
+ if x<<z1 != 0 {
+ // After shifting out z1 bits, we still have 1s,
+ // so the run ends inside this word.
+ run = uint(sys.LeadingZeros64(x << z1))
+ } else {
+ // After shifting out z1 bits, we have no more 1s.
+ // This means the run extends to the bottom of the
+ // word so it may extend into further words.
+ run = 64 - z1
+ for j := i - 1; j >= 0; j-- {
+ x := fillAligned(m.scavenged[j]|m.pallocBits[j], uint(min))
+ run += uint(sys.LeadingZeros64(x))
+ if x != 0 {
+ // The run stopped in this word.
+ break
+ }
+ }
+ }
+
+ // Split the run we found if it's larger than max but hold on to
+ // our original length, since we may need it later.
+ size := run
+ if size > uint(max) {
+ size = uint(max)
+ }
+ start := end - size
+
+ // Each huge page is guaranteed to fit in a single palloc chunk.
+ //
+ // TODO(mknyszek): Support larger huge page sizes.
+ // TODO(mknyszek): Consider taking pages-per-huge-page as a parameter
+ // so we can write tests for this.
+ if physHugePageSize > pageSize && physHugePageSize > physPageSize {
+ // We have huge pages, so let's ensure we don't break one by scavenging
+ // over a huge page boundary. If the range [start, start+size) overlaps with
+ // a free-and-unscavenged huge page, we want to grow the region we scavenge
+ // to include that huge page.
+
+ // Compute the huge page boundary above our candidate.
+ pagesPerHugePage := uintptr(physHugePageSize / pageSize)
+ hugePageAbove := uint(alignUp(uintptr(start), pagesPerHugePage))
+
+ // If that boundary is within our current candidate, then we may be breaking
+ // a huge page.
+ if hugePageAbove <= end {
+ // Compute the huge page boundary below our candidate.
+ hugePageBelow := uint(alignDown(uintptr(start), pagesPerHugePage))
+
+ if hugePageBelow >= end-run {
+ // We're in danger of breaking apart a huge page since start+size crosses
+ // a huge page boundary and rounding down start to the nearest huge
+ // page boundary is included in the full run we found. Include the entire
+ // huge page in the bound by rounding down to the huge page size.
+ size = size + (start - hugePageBelow)
+ start = hugePageBelow
+ }
+ }
+ }
+ return start, size
+}
+
+// scavengeIndex is a structure for efficiently managing which pageAlloc chunks have
+// memory available to scavenge.
+type scavengeIndex struct {
+ // chunks is a bitmap representing the entire address space. Each bit represents
+ // a single chunk, and a 1 value indicates the presence of pages available for
+ // scavenging. Updates to the bitmap are serialized by the pageAlloc lock.
+ //
+ // The underlying storage of chunks is platform dependent and may not even be
+ // totally mapped read/write. min and max reflect the extent that is safe to access.
+ // min is inclusive, max is exclusive.
+ //
+ // searchAddr is the maximum address (in the offset address space, so we have a linear
+ // view of the address space; see mranges.go:offAddr) containing memory available to
+ // scavenge. It is a hint to the find operation to avoid O(n^2) behavior in repeated lookups.
+ //
+ // searchAddr is always inclusive and should be the base address of the highest runtime
+ // page available for scavenging.
+ //
+ // searchAddr is managed by both find and mark.
+ //
+ // Normally, find monotonically decreases searchAddr as it finds no more free pages to
+ // scavenge. However, mark, when marking a new chunk at an index greater than the current
+ // searchAddr, sets searchAddr to the *negative* index into chunks of that page. The trick here
+ // is that concurrent calls to find will fail to monotonically decrease searchAddr, and so they
+ // won't barge over new memory becoming available to scavenge. Furthermore, this ensures
+ // that some future caller of find *must* observe the new high index. That caller
+ // (or any other racing with it), then makes searchAddr positive before continuing, bringing
+ // us back to our monotonically decreasing steady-state.
+ //
+ // A pageAlloc lock serializes updates between min, max, and searchAddr, so abs(searchAddr)
+ // is always guaranteed to be >= min and < max (converted to heap addresses).
+ //
+ // TODO(mknyszek): Ideally we would use something bigger than a uint8 for faster
+ // iteration like uint32, but we lack the bit twiddling intrinsics. We'd need to either
+ // copy them from math/bits or fix the fact that we can't import math/bits' code from
+ // the runtime due to compiler instrumentation.
+ searchAddr atomicOffAddr
+ chunks []atomic.Uint8
+ minHeapIdx atomic.Int32
+ min, max atomic.Int32
+}
+
+// find returns the highest chunk index that may contain pages available to scavenge.
+// It also returns an offset to start searching in the highest chunk.
+func (s *scavengeIndex) find() (chunkIdx, uint) {
+ searchAddr, marked := s.searchAddr.Load()
+ if searchAddr == minOffAddr.addr() {
+ // We got a cleared search addr.
+ return 0, 0
+ }
+
+ // Starting from searchAddr's chunk, and moving down to minHeapIdx,
+ // iterate until we find a chunk with pages to scavenge.
+ min := s.minHeapIdx.Load()
+ searchChunk := chunkIndex(uintptr(searchAddr))
+ start := int32(searchChunk / 8)
+ for i := start; i >= min; i-- {
+ // Skip over irrelevant address space.
+ chunks := s.chunks[i].Load()
+ if chunks == 0 {
+ continue
+ }
+ // Note that we can't have 8 leading zeroes here because
+ // we necessarily skipped that case. So, what's left is
+ // an index. If there are no zeroes, we want the 7th
+ // index, if 1 zero, the 6th, and so on.
+ n := 7 - sys.LeadingZeros8(chunks)
+ ci := chunkIdx(uint(i)*8 + uint(n))
+ if searchChunk == ci {
+ return ci, chunkPageIndex(uintptr(searchAddr))
+ }
+ // Try to reduce searchAddr to newSearchAddr.
+ newSearchAddr := chunkBase(ci) + pallocChunkBytes - pageSize
+ if marked {
+ // Attempt to be the first one to decrease the searchAddr
+ // after an increase. If we fail, that means there was another
+ // increase, or somebody else got to it before us. Either way,
+ // it doesn't matter. We may lose some performance having an
+ // incorrect search address, but it's far more important that
+ // we don't miss updates.
+ s.searchAddr.StoreUnmark(searchAddr, newSearchAddr)
+ } else {
+ // Decrease searchAddr.
+ s.searchAddr.StoreMin(newSearchAddr)
+ }
+ return ci, pallocChunkPages - 1
+ }
+ // Clear searchAddr, because we've exhausted the heap.
+ s.searchAddr.Clear()
+ return 0, 0
+}
+
+// mark sets the inclusive range of chunks between indices start and end as
+// containing pages available to scavenge.
+//
+// Must be serialized with other mark, markRange, and clear calls.
+func (s *scavengeIndex) mark(base, limit uintptr) {
+ start, end := chunkIndex(base), chunkIndex(limit-pageSize)
+ if start == end {
+ // Within a chunk.
+ mask := uint8(1 << (start % 8))
+ s.chunks[start/8].Or(mask)
+ } else if start/8 == end/8 {
+ // Within the same byte in the index.
+ mask := uint8(uint16(1<<(end-start+1))-1) << (start % 8)
+ s.chunks[start/8].Or(mask)
+ } else {
+ // Crosses multiple bytes in the index.
+ startAligned := chunkIdx(alignUp(uintptr(start), 8))
+ endAligned := chunkIdx(alignDown(uintptr(end), 8))
+
+ // Do the end of the first byte first.
+ if width := startAligned - start; width > 0 {
+ mask := uint8(uint16(1<<width)-1) << (start % 8)
+ s.chunks[start/8].Or(mask)
+ }
+ // Do the middle aligned sections that take up a whole
+ // byte.
+ for ci := startAligned; ci < endAligned; ci += 8 {
+ s.chunks[ci/8].Store(^uint8(0))
+ }
+ // Do the end of the last byte.
+ //
+ // This width check doesn't match the one above
+ // for start because aligning down into the endAligned
+ // block means we always have at least one chunk in this
+ // block (note that end is *inclusive*). This also means
+ // that if end == endAligned+n, then what we really want
+ // is to fill n+1 chunks, i.e. width n+1. By induction,
+ // this is true for all n.
+ if width := end - endAligned + 1; width > 0 {
+ mask := uint8(uint16(1<<width) - 1)
+ s.chunks[end/8].Or(mask)
+ }
+ }
+ newSearchAddr := limit - pageSize
+ searchAddr, _ := s.searchAddr.Load()
+ // N.B. Because mark is serialized, it's not necessary to do a
+ // full CAS here. mark only ever increases searchAddr, while
+ // find only ever decreases it. Since we only ever race with
+ // decreases, even if the value we loaded is stale, the actual
+ // value will never be larger.
+ if (offAddr{searchAddr}).lessThan(offAddr{newSearchAddr}) {
+ s.searchAddr.StoreMarked(newSearchAddr)
+ }
+}
+
+// clear sets the chunk at index ci as not containing pages available to scavenge.
+//
+// Must be serialized with other mark, markRange, and clear calls.
+func (s *scavengeIndex) clear(ci chunkIdx) {
+ s.chunks[ci/8].And(^uint8(1 << (ci % 8)))
+}