| // 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. |
| // |
| // That goal is defined as (retainExtraPercent+100) / 100 * next_gc. |
| // |
| // The goal is updated after each GC and the scavenger's pacing parameters |
| // (which live in mheap_) are updated to match. The pacing parameters work much |
| // like the background sweeping parameters. The parameters define a line whose |
| // horizontal axis is time and vertical axis is estimated heap RSS, and the |
| // scavenger attempts to stay below that line at all times. |
| // |
| // 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 |
| |
| 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. |
| // |
| // scavengePageLatency is a worst-case estimate (order-of-magnitude) of |
| // the time it takes to scavenge one (regular-sized) page of memory. |
| // scavengeHugePageLatency is the same but for huge pages. |
| // |
| // scavengePagePeriod is derived from scavengePercent and scavengePageLatency, |
| // and represents the average time between scavenging one page that we're |
| // aiming for. scavengeHugePagePeriod is the same but for huge pages. |
| // These constants are core to the scavenge pacing algorithm. |
| scavengePercent = 1 // 1% |
| scavengePageLatency = 10e3 // 10µs |
| scavengeHugePageLatency = 10e3 // 10µs |
| scavengePagePeriod = scavengePageLatency / (scavengePercent / 100.0) |
| scavengeHugePagePeriod = scavengePageLatency / (scavengePercent / 100.0) |
| |
| // retainExtraPercent represents the amount of memory over the heap goal |
| // that the scavenger should keep as a buffer space for the allocator. |
| // |
| // 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 |
| ) |
| |
| // heapRetained returns an estimate of the current heap RSS. |
| // |
| // mheap_.lock must be held or the world must be stopped. |
| func heapRetained() uint64 { |
| return memstats.heap_sys - memstats.heap_released |
| } |
| |
| // gcPaceScavenger updates the scavenger's pacing, particularly |
| // its rate and RSS goal. |
| // |
| // The RSS goal is based on the current heap goal with a small overhead |
| // to accomodate 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. |
| // |
| // mheap_.lock must be held or the world must be stopped. |
| func gcPaceScavenger() { |
| // Compute our scavenging goal and align it to a physical page boundary |
| // to make the following calculations more exact. |
| retainedGoal := memstats.next_gc |
| // 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. |
| retainedGoal += retainedGoal / (1.0 / (retainExtraPercent / 100.0)) |
| retainedGoal = (retainedGoal + 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 heap_sys at a rate larger than |
| // any physPageSize and released memory in multiples of the physPageSize. |
| // |
| // However, certain functions recategorize heap_sys as other stats (e.g. |
| // stack_sys) 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. |
| retainedNow := heapRetained() |
| |
| // If we're already below our goal, publish the goal in case it changed |
| // then disable the background scavenger. |
| if retainedNow <= retainedGoal { |
| mheap_.scavengeRetainedGoal = retainedGoal |
| mheap_.scavengeBytesPerNS = 0 |
| return |
| } |
| |
| // Now we start to compute the total amount of work necessary and the total |
| // amount of time we're willing to give the scavenger to complete this work. |
| // This will involve calculating how much of the work consists of huge pages |
| // and how much consists of regular pages since the former can let us scavenge |
| // more memory in the same time. |
| totalWork := retainedNow - retainedGoal |
| |
| // On systems without huge page support, all work is regular work. |
| regularWork := totalWork |
| hugeTime := uint64(0) |
| |
| // On systems where we have huge pages, we want to do as much of the |
| // scavenging work as possible on huge pages, because the costs are the |
| // same per page, but we can give back more more memory in a shorter |
| // period of time. |
| if physHugePageSize != 0 { |
| // Start by computing the amount of free memory we have in huge pages |
| // in total. Trivially, this is all the huge page work we need to do. |
| hugeWork := uint64(mheap_.free.unscavHugePages * physHugePageSize) |
| |
| // ...but it could turn out that there's more huge work to do than |
| // total work, so cap it at total work. This might happen for very large |
| // heaps where the additional factor of retainExtraPercent can make it so |
| // that there are free chunks of memory larger than a huge page that we don't want |
| // to scavenge. |
| if hugeWork >= totalWork { |
| hugePages := totalWork / uint64(physHugePageSize) |
| hugeWork = hugePages * uint64(physHugePageSize) |
| } |
| // Everything that's not huge work is regular work. At this point we |
| // know huge work so we can calculate how much time that will take |
| // based on scavengePageRate (which applies to pages of any size). |
| regularWork = totalWork - hugeWork |
| hugeTime = hugeWork / uint64(physHugePageSize) * scavengeHugePagePeriod |
| } |
| // Finally, we can compute how much time it'll take to do the regular work |
| // and the total time to do all the work. |
| regularTime := regularWork / uint64(physPageSize) * scavengePagePeriod |
| totalTime := hugeTime + regularTime |
| |
| now := nanotime() |
| |
| lock(&scavenge.lock) |
| |
| // Update all the pacing parameters in mheap with scavenge.lock held, |
| // so that scavenge.gen is kept in sync with the updated values. |
| mheap_.scavengeRetainedGoal = retainedGoal |
| mheap_.scavengeRetainedBasis = retainedNow |
| mheap_.scavengeTimeBasis = now |
| mheap_.scavengeBytesPerNS = float64(totalWork) / float64(totalTime) |
| scavenge.gen++ // increase scavenge generation |
| |
| // Wake up background scavenger if needed, since the pacing was just updated. |
| wakeScavengerLocked() |
| |
| unlock(&scavenge.lock) |
| } |
| |
| // State of the background scavenger. |
| var scavenge struct { |
| lock mutex |
| g *g |
| parked bool |
| timer *timer |
| gen uint32 // read with either lock or mheap_.lock, write with both |
| } |
| |
| // wakeScavengerLocked unparks the scavenger if necessary. It must be called |
| // after any pacing update. |
| // |
| // scavenge.lock must be held. |
| func wakeScavengerLocked() { |
| if scavenge.parked { |
| // Try to stop the timer but we don't really care if we succeed. |
| // It's possible that either a timer was never started, or that |
| // we're racing with it. |
| // In the case that we're racing with there's the low chance that |
| // we experience a spurious wake-up of the scavenger, but that's |
| // totally safe. |
| stopTimer(scavenge.timer) |
| |
| // Unpark the goroutine and tell it that there may have been a pacing |
| // change. |
| scavenge.parked = false |
| ready(scavenge.g, 0, true) |
| } |
| } |
| |
| // scavengeSleep attempts to put the scavenger to sleep for ns. |
| // It also checks to see if gen != scavenge.gen before going to sleep, |
| // and aborts if true (meaning an update had occurred). |
| // |
| // 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. |
| // |
| // Returns false if awoken early (i.e. true means a complete sleep). |
| func scavengeSleep(gen uint32, ns int64) bool { |
| lock(&scavenge.lock) |
| |
| // If there was an update, just abort the sleep. |
| if scavenge.gen != gen { |
| unlock(&scavenge.lock) |
| return false |
| } |
| |
| // Set the timer. |
| now := nanotime() |
| scavenge.timer.when = now + ns |
| startTimer(scavenge.timer) |
| |
| // Park the goroutine. It's fine that we don't publish the |
| // fact that the timer was set; even if the timer wakes up |
| // and fire scavengeReady before we park, it'll block on |
| // scavenge.lock. |
| scavenge.parked = true |
| goparkunlock(&scavenge.lock, waitReasonSleep, traceEvGoSleep, 2) |
| |
| // Return true if we completed the full sleep. |
| return (nanotime() - now) >= ns |
| } |
| |
| // 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) { |
| scavenge.g = getg() |
| |
| lock(&scavenge.lock) |
| scavenge.parked = true |
| |
| scavenge.timer = new(timer) |
| scavenge.timer.f = func(_ interface{}, _ uintptr) { |
| lock(&scavenge.lock) |
| wakeScavengerLocked() |
| unlock(&scavenge.lock) |
| } |
| |
| c <- 1 |
| goparkunlock(&scavenge.lock, waitReasonGCScavengeWait, traceEvGoBlock, 1) |
| |
| // Parameters for sleeping. |
| // |
| // If we end up doing more work than we need, we should avoid spinning |
| // until we have more work to do: instead, we know exactly how much time |
| // until more work will need to be done, so we sleep. |
| // |
| // We should avoid sleeping for less than minSleepNS because Gosched() |
| // overheads among other things will work out better in that case. |
| // |
| // There's no reason to set a maximum on sleep time because we'll always |
| // get woken up earlier if there's any kind of update that could change |
| // the scavenger's pacing. |
| // |
| // retryDelayNS tracks how much to sleep next time we fail to do any |
| // useful work. |
| const minSleepNS = int64(100 * 1000) // 100 µs |
| |
| retryDelayNS := minSleepNS |
| |
| for { |
| released := uintptr(0) |
| park := false |
| ttnext := int64(0) |
| gen := uint32(0) |
| |
| // Run on the system stack since we grab the heap lock, |
| // and a stack growth with the heap lock means a deadlock. |
| systemstack(func() { |
| lock(&mheap_.lock) |
| |
| gen = scavenge.gen |
| |
| // If background scavenging is disabled or if there's no work to do just park. |
| retained := heapRetained() |
| if mheap_.scavengeBytesPerNS == 0 || retained <= mheap_.scavengeRetainedGoal { |
| unlock(&mheap_.lock) |
| park = true |
| return |
| } |
| |
| // Calculate how big we want the retained heap to be |
| // at this point in time. |
| // |
| // The formula is for that of a line, y = b - mx |
| // We want y (want), |
| // m = scavengeBytesPerNS (> 0) |
| // x = time between scavengeTimeBasis and now |
| // b = scavengeRetainedBasis |
| rate := mheap_.scavengeBytesPerNS |
| tdist := nanotime() - mheap_.scavengeTimeBasis |
| rdist := uint64(rate * float64(tdist)) |
| want := mheap_.scavengeRetainedBasis - rdist |
| |
| // If we're above the line, scavenge to get below the |
| // line. |
| if retained > want { |
| released = mheap_.scavengeLocked(uintptr(retained - want)) |
| } |
| unlock(&mheap_.lock) |
| |
| // If we over-scavenged a bit, calculate how much time it'll |
| // take at the current rate for us to make that up. We definitely |
| // won't have any work to do until at least that amount of time |
| // passes. |
| if released > uintptr(retained-want) { |
| extra := released - uintptr(retained-want) |
| ttnext = int64(float64(extra) / rate) |
| } |
| }) |
| |
| if park { |
| lock(&scavenge.lock) |
| scavenge.parked = true |
| goparkunlock(&scavenge.lock, waitReasonGCScavengeWait, traceEvGoBlock, 1) |
| continue |
| } |
| |
| if debug.gctrace > 0 { |
| if released > 0 { |
| print("scvg: ", released>>20, " MB released\n") |
| } |
| print("scvg: inuse: ", memstats.heap_inuse>>20, ", idle: ", memstats.heap_idle>>20, ", sys: ", memstats.heap_sys>>20, ", released: ", memstats.heap_released>>20, ", consumed: ", (memstats.heap_sys-memstats.heap_released)>>20, " (MB)\n") |
| } |
| |
| if released == 0 { |
| // If we were unable to release anything this may be because there's |
| // no free memory available to scavenge. Go to sleep and try again. |
| if scavengeSleep(gen, retryDelayNS) { |
| // If we successfully slept through the delay, back off exponentially. |
| retryDelayNS *= 2 |
| } |
| continue |
| } |
| retryDelayNS = minSleepNS |
| |
| if ttnext > 0 && ttnext > minSleepNS { |
| // If there's an appreciable amount of time until the next scavenging |
| // goal, just sleep. We'll get woken up if anything changes and this |
| // way we avoid spinning. |
| scavengeSleep(gen, ttnext) |
| continue |
| } |
| |
| // Give something else a chance to run, no locks are held. |
| Gosched() |
| } |
| } |