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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.
//
// 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) << physHugePageShift
// ...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 >> physHugePageShift
hugeWork = hugePages << physHugePageShift
}
// 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 >> physHugePageShift) * 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) {
setSystemGoroutine()
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()
}
}