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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* vim: set ts=8 sts=2 et sw=2 tw=80:
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
/*
* GC-internal definitions of ArenaList and associated heap data structures.
*/
#ifndef gc_ArenaList_h
#define gc_ArenaList_h
#include "ds/SinglyLinkedList.h"
#include "gc/AllocKind.h"
#include "js/GCAPI.h"
#include "js/HeapAPI.h"
#include "js/TypeDecls.h"
#include "threading/ProtectedData.h"
namespace js {
class Nursery;
class SliceBudget;
namespace gcstats {
struct Statistics;
}
namespace gc {
class Arena;
class AutoGatherSweptArenas;
class BackgroundUnmarkTask;
struct FinalizePhase;
class FreeSpan;
class TenuredCell;
class TenuringTracer;
/*
* Arena lists contain a singly linked lists of arenas starting from a head
* pointer.
*
* They also have a cursor, which conceptually lies on arena boundaries,
* i.e. before the first arena, between two arenas, or after the last arena.
*
* Arenas are sorted in order of increasing free space, with the cursor before
* the first arena with any free space. This provides a convenient way of
* getting the next arena with free space when allocating. The cursor is updated
* when this happens to point to the following arena.
*
* The ordering is chosen to try and fill up arenas as much as possible and
* leave more empty arenas to be reclaimed when their contents die.
*
* The ordering should not be treated as an invariant, however, as the free
* lists may be cleared, leaving arenas previously used for allocation partially
* full. Sorting order is restored during sweeping.
*/
class ArenaList {
// The cursor is implemented via an indirect pointer, |cursorp_|, to allow
// for efficient list insertion at the cursor point and other list
// manipulations.
//
// - If the list is empty: |head| is null, |cursorp_| points to |head|, and
// therefore |*cursorp_| is null.
//
// - If the list is not empty: |head| is non-null, and...
//
// - If the cursor is at the start of the list: |cursorp_| points to
// |head|, and therefore |*cursorp_| points to the first arena.
//
// - If cursor is at the end of the list: |cursorp_| points to the |next|
// field of the last arena, and therefore |*cursorp_| is null.
//
// - If the cursor is at neither the start nor the end of the list:
// |cursorp_| points to the |next| field of the arena preceding the
// cursor, and therefore |*cursorp_| points to the arena following the
// cursor.
//
// |cursorp_| is never null.
//
Arena* head_;
Arena** cursorp_;
// Transfers the contents of |other| to this list and clears |other|.
inline void moveFrom(ArenaList& other);
public:
inline ArenaList();
inline ArenaList(ArenaList&& other);
inline ~ArenaList();
inline ArenaList& operator=(ArenaList&& other);
// It doesn't make sense for arenas to be present in more than one list, so
// list copy operations are not provided.
ArenaList(const ArenaList& other) = delete;
ArenaList& operator=(const ArenaList& other) = delete;
inline ArenaList(Arena* head, Arena* arenaBeforeCursor);
inline void check() const;
inline void clear();
inline bool isEmpty() const;
// This returns nullptr if the list is empty.
inline Arena* head() const;
inline bool isCursorAtHead() const;
inline bool isCursorAtEnd() const;
// This can return nullptr.
inline Arena* arenaAfterCursor() const;
// This returns the arena after the cursor and moves the cursor past it.
inline Arena* takeNextArena();
// This does two things.
// - Inserts |a| at the cursor.
// - Leaves the cursor sitting just before |a|, if |a| is not full, or just
// after |a|, if |a| is full.
inline void insertAtCursor(Arena* a);
// Inserts |a| at the cursor, then moves the cursor past it.
inline void insertBeforeCursor(Arena* a);
// This inserts the contents of |other|, which must be full, at the cursor of
// |this| and clears |other|.
inline ArenaList& insertListWithCursorAtEnd(ArenaList& other);
inline Arena* takeFirstArena();
Arena* removeRemainingArenas(Arena** arenap);
Arena** pickArenasToRelocate(size_t& arenaTotalOut, size_t& relocTotalOut);
Arena* relocateArenas(Arena* toRelocate, Arena* relocated,
js::SliceBudget& sliceBudget,
gcstats::Statistics& stats);
#ifdef DEBUG
void dump();
#endif
};
/*
* A class that is used to sort arenas of a single AllocKind into increasing
* order of free space.
*
* It works by adding arenas to a bucket corresponding to the number of free
* things in the arena. Each bucket is an independent linked list.
*
* The buckets can be linked up to form a sorted ArenaList.
*/
class SortedArenaList {
public:
static_assert(ArenaSize <= 4096,
"When increasing the Arena size, please consider how"
" this will affect the size of a SortedArenaList.");
static_assert(MinCellSize >= 16,
"When decreasing the minimum thing size, please consider"
" how this will affect the size of a SortedArenaList.");
// The maximum number of GC things that an arena can hold.
static const size_t MaxThingsPerArena =
(ArenaSize - ArenaHeaderSize) / MinCellSize;
// The number of buckets required: one full arenas, one for empty arenas and
// half the number of remaining size classes.
static const size_t BucketCount = HowMany(MaxThingsPerArena - 1, 2) + 2;
private:
using Bucket = SinglyLinkedList<Arena>;
const size_t thingsPerArena_;
Bucket buckets[BucketCount];
#ifdef DEBUG
AllocKind allocKind_;
bool isConvertedToArenaList = false;
#endif
public:
inline explicit SortedArenaList(AllocKind allocKind);
size_t thingsPerArena() const { return thingsPerArena_; }
// Inserts an arena, which has room for |nfree| more things, in its bucket.
inline void insertAt(Arena* arena, size_t nfree);
// Remove any empty arenas and prepend them to the list pointed to by
// |destListHeadPtr|.
inline void extractEmptyTo(Arena** destListHeadPtr);
// Converts the contents of this data structure to a single list, by linking
// up the tail of each non-empty bucket to the head of the next non-empty
// bucket.
//
// Optionally saves internal state to |maybeBucketLastOut| so that it can be
// restored later by calling restoreFromArenaList. It is not valid to use this
// class in the meantime.
inline ArenaList convertToArenaList(
Arena* maybeBucketLastOut[BucketCount] = nullptr);
// Restore the internal state of this class following conversion to an
// ArenaList by the previous method.
inline void restoreFromArenaList(ArenaList& list,
Arena* bucketLast[BucketCount]);
#ifdef DEBUG
AllocKind allocKind() const { return allocKind_; }
#endif
private:
inline size_t index(size_t nfree, bool* frontOut) const;
inline size_t emptyIndex() const;
inline size_t bucketsUsed() const;
inline void check() const;
};
// Gather together any swept arenas for the given zone and alloc kind.
class MOZ_RAII AutoGatherSweptArenas {
SortedArenaList* sortedList = nullptr;
// Internal state from SortedArenaList so we can restore it later.
Arena* bucketLastPointers[SortedArenaList::BucketCount];
// Single result list.
ArenaList linked;
public:
AutoGatherSweptArenas(JS::Zone* zone, AllocKind kind);
~AutoGatherSweptArenas();
Arena* sweptArenas() const;
};
enum class ShouldCheckThresholds {
DontCheckThresholds = 0,
CheckThresholds = 1
};
// For each arena kind its free list is represented as the first span with free
// things. Initially all the spans are initialized as empty. After we find a new
// arena with available things we move its first free span into the list and set
// the arena as fully allocated. That way we do not need to update the arena
// after the initial allocation. When starting the GC we only move the head of
// the of the list of spans back to the arena only for the arena that was not
// fully allocated.
class FreeLists {
AllAllocKindArray<FreeSpan*> freeLists_;
public:
// Because the JITs can allocate from the free lists, they cannot be null.
// We use a placeholder FreeSpan that is empty (and wihout an associated
// Arena) so the JITs can fall back gracefully.
static FreeSpan emptySentinel;
FreeLists();
#ifdef DEBUG
inline bool allEmpty() const;
inline bool isEmpty(AllocKind kind) const;
#endif
inline void clear();
MOZ_ALWAYS_INLINE TenuredCell* allocate(AllocKind kind);
inline void* setArenaAndAllocate(Arena* arena, AllocKind kind);
inline void unmarkPreMarkedFreeCells(AllocKind kind);
FreeSpan** addressOfFreeList(AllocKind thingKind) {
return &freeLists_[thingKind];
}
};
class ArenaLists {
enum class ConcurrentUse : uint32_t { None, BackgroundFinalize };
using ConcurrentUseState =
mozilla::Atomic<ConcurrentUse, mozilla::SequentiallyConsistent>;
JS::Zone* zone_;
// Whether this structure can be accessed by other threads.
UnprotectedData<AllAllocKindArray<ConcurrentUseState>> concurrentUseState_;
MainThreadData<FreeLists> freeLists_;
/* The main list of arenas for each alloc kind. */
MainThreadOrGCTaskData<AllAllocKindArray<ArenaList>> arenaLists_;
/*
* Arenas which are currently being collected. The collector can move arenas
* from arenaLists_ here and back again at various points in collection.
*/
MainThreadOrGCTaskData<AllAllocKindArray<ArenaList>> collectingArenaLists_;
// Arena lists which have yet to be swept, but need additional foreground
// processing before they are swept.
MainThreadData<Arena*> gcCompactPropMapArenasToUpdate;
MainThreadData<Arena*> gcNormalPropMapArenasToUpdate;
// The list of empty arenas which are collected during the sweep phase and
// released at the end of sweeping every sweep group.
MainThreadOrGCTaskData<Arena*> savedEmptyArenas;
public:
explicit ArenaLists(JS::Zone* zone);
~ArenaLists();
FreeLists& freeLists() { return freeLists_.ref(); }
const FreeLists& freeLists() const { return freeLists_.ref(); }
FreeSpan** addressOfFreeList(AllocKind thingKind) {
return freeLists_.refNoCheck().addressOfFreeList(thingKind);
}
inline Arena* getFirstArena(AllocKind thingKind) const;
inline Arena* getFirstCollectingArena(AllocKind thingKind) const;
inline Arena* getArenaAfterCursor(AllocKind thingKind) const;
inline bool arenaListsAreEmpty() const;
inline bool doneBackgroundFinalize(AllocKind kind) const;
inline bool needBackgroundFinalizeWait(AllocKind kind) const;
/* Clear the free lists so we won't try to allocate from swept arenas. */
inline void clearFreeLists();
inline void unmarkPreMarkedFreeCells();
MOZ_ALWAYS_INLINE TenuredCell* allocateFromFreeList(AllocKind thingKind);
inline void checkEmptyFreeLists();
inline void checkEmptyArenaLists();
inline void checkEmptyFreeList(AllocKind kind);
void checkEmptyArenaList(AllocKind kind);
bool relocateArenas(Arena*& relocatedListOut, JS::GCReason reason,
js::SliceBudget& sliceBudget, gcstats::Statistics& stats);
void queueForegroundObjectsForSweep(JS::GCContext* gcx);
void queueForegroundThingsForSweep();
Arena* takeSweptEmptyArenas();
void mergeFinalizedArenas(AllocKind thingKind,
SortedArenaList& finalizedArenas);
void moveArenasToCollectingLists();
void mergeArenasFromCollectingLists();
void checkGCStateNotInUse();
void checkSweepStateNotInUse();
void checkNoArenasToUpdate();
void checkNoArenasToUpdateForKind(AllocKind kind);
private:
ArenaList& arenaList(AllocKind i) { return arenaLists_.ref()[i]; }
const ArenaList& arenaList(AllocKind i) const { return arenaLists_.ref()[i]; }
ArenaList& collectingArenaList(AllocKind i) {
return collectingArenaLists_.ref()[i];
}
const ArenaList& collectingArenaList(AllocKind i) const {
return collectingArenaLists_.ref()[i];
}
ConcurrentUseState& concurrentUse(AllocKind i) {
return concurrentUseState_.ref()[i];
}
ConcurrentUse concurrentUse(AllocKind i) const {
return concurrentUseState_.ref()[i];
}
inline JSRuntime* runtime();
inline JSRuntime* runtimeFromAnyThread();
void initBackgroundSweep(AllocKind thingKind);
void* refillFreeListAndAllocate(AllocKind thingKind,
ShouldCheckThresholds checkThresholds);
friend class BackgroundUnmarkTask;
friend class GCRuntime;
friend class js::Nursery;
friend class TenuringTracer;
};
} /* namespace gc */
} /* namespace js */
#endif /* gc_ArenaList_h */
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