// 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 * (heapGoal / lastHeapGoal) * last_heap_inuse // // 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 heap_inuse 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. // // 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 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. // // 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 // 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) // scavengeReservationShards determines the amount of memory the scavenger // should reserve for scavenging at a time. Specifically, the amount of // memory reserved is (heap size in bytes) / scavengeReservationShards. scavengeReservationShards = 64 ) // heapRetained returns an estimate of the current heap RSS. func heapRetained() uint64 { return memstats.heap_sys.load() - atomic.Load64(&memstats.heap_released) } // 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(heapGoal, lastHeapGoal uint64) { assertWorldStoppedOrLockHeld(&mheap_.lock) // 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 { atomic.Store64(&mheap_.scavengeGoal, ^uint64(0)) return } // Compute our scavenging goal. goalRatio := float64(heapGoal) / float64(lastHeapGoal) retainedGoal := uint64(float64(memstats.last_heap_inuse) * 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. retainedGoal += retainedGoal / (1.0 / (retainExtraPercent / 100.0)) // Align it to a physical page boundary to make the following calculations // a bit more exact. 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, or within one page of our goal, then disable // the background scavenger. We disable the background scavenger if there's // less than one physical page of work to do because it's not worth it. if retainedNow <= retainedGoal || retainedNow-retainedGoal < uint64(physPageSize) { atomic.Store64(&mheap_.scavengeGoal, ^uint64(0)) return } atomic.Store64(&mheap_.scavengeGoal, retainedGoal) } 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) end := nanotime() if start >= end { return r, 0 } 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() <= atomic.Load64(&mheap_.scavengeGoal) } } 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) uintptr { var ( addrs addrRange gen uint32 ) released := uintptr(0) for released < nbytes { if addrs.size() == 0 { if addrs, gen = p.scavengeReserve(); addrs.size() == 0 { break } } systemstack(func() { r, a := p.scavengeOne(addrs, nbytes-released) released += r addrs = a }) } // Only unreserve the space which hasn't been scavenged or searched // to ensure we always make progress. p.scavengeUnreserve(addrs, gen) 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(gen uint32, released uintptr, forced bool) { assertLockHeld(&scavenger.lock) printlock() print("scav ", gen, " ", released>>10, " KiB work, ", atomic.Load64(&memstats.heap_released)>>10, " KiB total, ", (atomic.Load64(&memstats.heap_inuse)*100)/heapRetained(), "% util", ) if forced { print(" (forced)") } else if scavenger.printControllerReset { print(" [controller reset]") scavenger.printControllerReset = false } println() printunlock() } // scavengeStartGen starts a new scavenge generation, resetting // the scavenger's search space to the full in-use address space. // // p.mheapLock must be held. // // Must run on the system stack because p.mheapLock must be held. // //go:systemstack func (p *pageAlloc) scavengeStartGen() { assertLockHeld(p.mheapLock) lock(&p.scav.lock) if debug.scavtrace > 0 { printScavTrace(p.scav.gen, atomic.Loaduintptr(&p.scav.released), false) } p.inUse.cloneInto(&p.scav.inUse) // Pick the new starting address for the scavenger cycle. var startAddr offAddr if p.scav.scavLWM.lessThan(p.scav.freeHWM) { // The "free" high watermark exceeds the "scavenged" low watermark, // so there are free scavengable pages in parts of the address space // that the scavenger already searched, the high watermark being the // highest one. Pick that as our new starting point to ensure we // see those pages. startAddr = p.scav.freeHWM } else { // The "free" high watermark does not exceed the "scavenged" low // watermark. This means the allocator didn't free any memory in // the range we scavenged last cycle, so we might as well continue // scavenging from where we were. startAddr = p.scav.scavLWM } p.scav.inUse.removeGreaterEqual(startAddr.addr()) // reservationBytes may be zero if p.inUse.totalBytes is small, or if // scavengeReservationShards is large. This case is fine as the scavenger // will simply be turned off, but it does mean that scavengeReservationShards, // in concert with pallocChunkBytes, dictates the minimum heap size at which // the scavenger triggers. In practice this minimum is generally less than an // arena in size, so virtually every heap has the scavenger on. p.scav.reservationBytes = alignUp(p.inUse.totalBytes, pallocChunkBytes) / scavengeReservationShards p.scav.gen++ atomic.Storeuintptr(&p.scav.released, 0) p.scav.freeHWM = minOffAddr p.scav.scavLWM = maxOffAddr unlock(&p.scav.lock) } // scavengeReserve reserves a contiguous range of the address space // for scavenging. The maximum amount of space it reserves is proportional // to the size of the heap. The ranges are reserved from the high addresses // first. // // Returns the reserved range and the scavenge generation number for it. func (p *pageAlloc) scavengeReserve() (addrRange, uint32) { lock(&p.scav.lock) gen := p.scav.gen // Start by reserving the minimum. r := p.scav.inUse.removeLast(p.scav.reservationBytes) // Return early if the size is zero; we don't want to use // the bogus address below. if r.size() == 0 { unlock(&p.scav.lock) return r, gen } // The scavenger requires that base be aligned to a // palloc chunk because that's the unit of operation for // the scavenger, so align down, potentially extending // the range. newBase := alignDown(r.base.addr(), pallocChunkBytes) // Remove from inUse however much extra we just pulled out. p.scav.inUse.removeGreaterEqual(newBase) unlock(&p.scav.lock) r.base = offAddr{newBase} return r, gen } // scavengeUnreserve returns an unscavenged portion of a range that was // previously reserved with scavengeReserve. func (p *pageAlloc) scavengeUnreserve(r addrRange, gen uint32) { if r.size() == 0 { return } if r.base.addr()%pallocChunkBytes != 0 { throw("unreserving unaligned region") } lock(&p.scav.lock) if gen == p.scav.gen { p.scav.inUse.add(r) } unlock(&p.scav.lock) } // scavengeOne walks over address range work until it finds // 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. // // Returns the number of bytes scavenged and the part of work // which was not yet searched. // // work's base address must be aligned to pallocChunkBytes. // // Must run on the systemstack because it acquires p.mheapLock. // //go:systemstack func (p *pageAlloc) scavengeOne(work addrRange, max uintptr) (uintptr, addrRange) { // Defensively check if we've received an empty address range. // If so, just return. if work.size() == 0 { // Nothing to do. return 0, work } // Check the prerequisites of work. if work.base.addr()%pallocChunkBytes != 0 { throw("scavengeOne called with unaligned work region") } // 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 } // Fast path: check the chunk containing the top-most address in work. if r, w := p.scavengeOneFast(work, minPages, maxPages); r != 0 { return r, w } else { work = w } // findCandidate finds the next scavenge candidate in work optimistically. // // Returns the candidate chunk index and true on success, and false on failure. // // The heap need not be locked. findCandidate := func(work addrRange) (chunkIdx, bool) { // Iterate over this work's chunks. for i := chunkIndex(work.limit.addr() - 1); i >= chunkIndex(work.base.addr()); i-- { // If this chunk is totally in-use or has no unscavenged pages, don't bother // doing a more sophisticated check. // // Note we're accessing the summary and the chunks without a lock, but // that's fine. We're being optimistic anyway. // Check quickly if there are enough free pages at all. if p.summary[len(p.summary)-1][i].max() < uint(minPages) { continue } // Run over the chunk looking harder for a candidate. Again, we could // race with a lot of different pieces of code, but we're just being // optimistic. Make sure we load the l2 pointer atomically though, to // avoid races with heap growth. It may or may not be possible to also // see a nil pointer in this case if we do race with heap growth, but // just defensively ignore the nils. This operation is optimistic anyway. l2 := (*[1 << pallocChunksL2Bits]pallocData)(atomic.Loadp(unsafe.Pointer(&p.chunks[i.l1()]))) if l2 != nil && l2[i.l2()].hasScavengeCandidate(minPages) { return i, true } } return 0, false } // Slow path: iterate optimistically over the in-use address space // looking for any free and unscavenged page. If we think we see something, // lock and verify it! for work.size() != 0 { // Search for the candidate. candidateChunkIdx, ok := findCandidate(work) if !ok { // We didn't find a candidate, so we're done. work.limit = work.base break } // Lock, so we can verify what we found. lock(p.mheapLock) // Find, verify, and scavenge if we can. chunk := p.chunkOf(candidateChunkIdx) base, npages := chunk.findScavengeCandidate(pallocChunkPages-1, minPages, maxPages) if npages > 0 { work.limit = offAddr{p.scavengeRangeLocked(candidateChunkIdx, base, npages)} unlock(p.mheapLock) return uintptr(npages) * pageSize, work } unlock(p.mheapLock) // We were fooled, so let's continue from where we left off. work.limit = offAddr{chunkBase(candidateChunkIdx)} } return 0, work } // scavengeOneFast is the fast path for scavengeOne, which just checks the top // chunk of work for some pages to scavenge. // // Must run on the system stack because it acquires the heap lock. // //go:systemstack func (p *pageAlloc) scavengeOneFast(work addrRange, minPages, maxPages uintptr) (uintptr, addrRange) { maxAddr := work.limit.addr() - 1 maxChunk := chunkIndex(maxAddr) lock(p.mheapLock) if p.summary[len(p.summary)-1][maxChunk].max() >= uint(minPages) { // We only bother looking for a candidate if there at least // minPages free pages at all. base, npages := p.chunkOf(maxChunk).findScavengeCandidate(chunkPageIndex(maxAddr), minPages, maxPages) // If we found something, scavenge it and return! if npages != 0 { work.limit = offAddr{p.scavengeRangeLocked(maxChunk, base, npages)} unlock(p.mheapLock) return uintptr(npages) * pageSize, work } } unlock(p.mheapLock) // Update the limit to reflect the fact that we checked maxChunk already. work.limit = offAddr{chunkBase(maxChunk)} return 0, work } // scavengeRangeLocked scavenges the given region of memory. // The region of memory is described by its chunk index (ci), // the starting page index of the region relative to that // chunk (base), and the length of the region in pages (npages). // // Returns the base address of the scavenged region. // // p.mheapLock must be held. Unlocks p.mheapLock but reacquires // it before returning. Must be run on the systemstack as a result. // //go:systemstack func (p *pageAlloc) scavengeRangeLocked(ci chunkIdx, base, npages uint) uintptr { assertLockHeld(p.mheapLock) // 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) // Update the scavenge low watermark. lock(&p.scav.lock) if oAddr := (offAddr{addr}); oAddr.lessThan(p.scav.scavLWM) { p.scav.scavLWM = oAddr } unlock(&p.scav.lock) if !p.test { // 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 atomic.Xadd64(&memstats.heap_released, nbytes) // Update consistent accounting too. 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) return addr } // 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) } // hasScavengeCandidate returns true if there's any min-page-aligned groups of // min pages of free-and-unscavenged memory in the region represented by this // pallocData. // // min must be a non-zero power of 2 <= maxPagesPerPhysPage. func (m *pallocData) hasScavengeCandidate(min uintptr) bool { 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") } // The goal of this search is to see if the chunk contains any free and unscavenged memory. for i := len(m.scavenged) - 1; i >= 0; i-- { // 1s are scavenged OR non-free => 0s are unscavenged AND free // // TODO(mknyszek): Consider splitting up fillAligned into two // functions, since here we technically could get by with just // the first half of its computation. It'll save a few instructions // but adds some additional code complexity. x := fillAligned(m.scavenged[i]|m.pallocBits[i], uint(min)) // Quickly skip over chunks of non-free or scavenged pages. if x != ^uint64(0) { return true } } return false } // 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 }