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author | Austin Clements <austin@google.com> | 2020-05-14 16:55:39 -0400 |
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committer | Austin Clements <austin@google.com> | 2020-05-21 21:36:40 +0000 |
commit | ea2de3346ff8714c9fae95c2a3d686ec07d47ca8 (patch) | |
tree | 79e778ac38a306174f1072fce45b7336fa4067d9 /src/runtime/testdata | |
parent | 9f4aeb36e22f5c7eda76111b4c49c0434b4d2897 (diff) | |
download | go-ea2de3346ff8714c9fae95c2a3d686ec07d47ca8.tar.gz go-ea2de3346ff8714c9fae95c2a3d686ec07d47ca8.zip |
runtime: detect and report zombie slots during sweeping
A zombie slot is a slot that is marked, but isn't allocated. This can
indicate a bug in the GC, or a bad use of unsafe.Pointer. Currently,
the sweeper has best-effort detection for zombie slots: if there are
more marked slots than allocated slots, then there must have been a
zombie slot. However, this is imprecise since it only compares totals
and it reports almost no information that may be helpful to debug the
issue.
Add a precise check that compares the mark and allocation bitmaps and
reports detailed information if it detects a zombie slot.
No appreciable effect on performance as measured by the sweet
benchmarks:
name old time/op new time/op delta
BiogoIgor 15.8s ± 2% 15.8s ± 2% ~ (p=0.421 n=24+25)
BiogoKrishna 15.6s ± 2% 15.8s ± 5% ~ (p=0.082 n=22+23)
BleveIndexBatch100 4.90s ± 3% 4.88s ± 2% ~ (p=0.627 n=25+24)
CompileTemplate 204ms ± 1% 205ms ± 0% +0.22% (p=0.010 n=24+23)
CompileUnicode 77.8ms ± 2% 78.0ms ± 1% ~ (p=0.236 n=25+24)
CompileGoTypes 729ms ± 0% 731ms ± 0% +0.26% (p=0.000 n=24+24)
CompileCompiler 3.52s ± 0% 3.52s ± 1% ~ (p=0.152 n=25+25)
CompileSSA 8.06s ± 1% 8.05s ± 0% ~ (p=0.192 n=25+24)
CompileFlate 132ms ± 1% 132ms ± 1% ~ (p=0.373 n=24+24)
CompileGoParser 163ms ± 1% 164ms ± 1% +0.32% (p=0.003 n=24+25)
CompileReflect 453ms ± 1% 455ms ± 1% +0.39% (p=0.000 n=22+22)
CompileTar 181ms ± 1% 181ms ± 1% +0.20% (p=0.029 n=24+21)
CompileXML 244ms ± 1% 244ms ± 1% ~ (p=0.065 n=24+24)
CompileStdCmd 15.8s ± 2% 15.7s ± 2% ~ (p=0.059 n=23+24)
FoglemanFauxGLRenderRotateBoat 13.4s ±11% 12.8s ± 0% ~ (p=0.377 n=25+24)
FoglemanPathTraceRenderGopherIter1 18.6s ± 0% 18.6s ± 0% ~ (p=0.696 n=23+24)
GopherLuaKNucleotide 28.7s ± 4% 28.6s ± 5% ~ (p=0.700 n=25+25)
MarkdownRenderXHTML 250ms ± 1% 248ms ± 1% -1.01% (p=0.000 n=24+24)
[Geo mean] 1.60s 1.60s -0.11%
(https://perf.golang.org/search?q=upload:20200517.6)
For #38702.
Change-Id: I8af1fefd5fbf7b9cb665b98f9c4b73d1d08eea81
Reviewed-on: https://go-review.googlesource.com/c/go/+/234100
Run-TryBot: Austin Clements <austin@google.com>
TryBot-Result: Gobot Gobot <gobot@golang.org>
Reviewed-by: Cherry Zhang <cherryyz@google.com>
Diffstat (limited to 'src/runtime/testdata')
-rw-r--r-- | src/runtime/testdata/testprog/gc.go | 36 |
1 files changed, 36 insertions, 0 deletions
diff --git a/src/runtime/testdata/testprog/gc.go b/src/runtime/testdata/testprog/gc.go index f691a1d127..74732cd9f4 100644 --- a/src/runtime/testdata/testprog/gc.go +++ b/src/runtime/testdata/testprog/gc.go @@ -11,6 +11,7 @@ import ( "runtime/debug" "sync/atomic" "time" + "unsafe" ) func init() { @@ -19,6 +20,7 @@ func init() { register("GCSys", GCSys) register("GCPhys", GCPhys) register("DeferLiveness", DeferLiveness) + register("GCZombie", GCZombie) } func GCSys() { @@ -264,3 +266,37 @@ func DeferLiveness() { func escape(x interface{}) { sink2 = x; sink2 = nil } var sink2 interface{} + +// Test zombie object detection and reporting. +func GCZombie() { + // Allocate several objects of unusual size (so free slots are + // unlikely to all be re-allocated by the runtime). + const size = 190 + const count = 8192 / size + keep := make([]*byte, 0, (count+1)/2) + free := make([]uintptr, 0, (count+1)/2) + zombies := make([]*byte, 0, len(free)) + for i := 0; i < count; i++ { + obj := make([]byte, size) + p := &obj[0] + if i%2 == 0 { + keep = append(keep, p) + } else { + free = append(free, uintptr(unsafe.Pointer(p))) + } + } + + // Free the unreferenced objects. + runtime.GC() + + // Bring the free objects back to life. + for _, p := range free { + zombies = append(zombies, (*byte)(unsafe.Pointer(p))) + } + + // GC should detect the zombie objects. + runtime.GC() + println("failed") + runtime.KeepAlive(keep) + runtime.KeepAlive(zombies) +} |