// 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 // assistTime is the time spent by the allocator scavenging in the last GC cycle. // // This is reset once a GC cycle ends. assistTime atomic.Int64 // backgroundTime is the time spent by the background scavenger in the last GC cycle. // // This is reset once a GC cycle ends. backgroundTime atomic.Int64 } 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 } scavenge.backgroundTime.Add(end - start) 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(searchIdx, 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 { pageTraceScav(getg().m.p.ptr(), 0, addr, uintptr(npages)) // 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<= 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< 0 { mask := uint8(uint16(1< c.max { output = c.max } // Update the controller's state. if c.ti != 0 && c.tt != 0 { c.errIntegral += (c.kp*period/c.ti)*(setpoint-input) + (period/c.tt)*(output-rawOutput) if isInf(c.errIntegral) || isNaN(c.errIntegral) { // So much error has accumulated that we managed to overflow. // The assumptions around the controller have likely broken down. // Set a flag and reset. That's the safest thing to do. c.reset() c.errOverflow = true return c.min, false } } return output, true } // reset resets the controller state, except for controller error flags. func (c *piController) reset() { c.errIntegral = 0 }