// 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 allocation-time (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 latter happens // when allocating pages from the heap. // // The 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. // // Synchronous scavenging happens for one of two reasons: if an allocation would // exceed the memory limit or whenever the heap grows in size, for some // definition of heap-growth. The intuition behind this second reason 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. // // Lastly, not all pages are available for scavenging at all times and in all cases. // The background scavenger and heap-growth scavenger only release memory in chunks // that have not been densely-allocated for at least 1 full GC cycle. The reason // behind this is likelihood of reuse: the Go heap is allocated in a first-fit order // and by the end of the GC mark phase, the heap tends to be densely packed. Releasing // memory in these densely packed chunks while they're being packed is counter-productive, // and worse, it breaks up huge pages on systems that support them. The scavenger (invoked // during memory allocation) further ensures that chunks it identifies as "dense" are // immediately eligible for being backed by huge pages. Note that for the most part these // density heuristics are best-effort heuristics. It's totally possible (but unlikely) // that a chunk that just became dense is scavenged in the case of a race between memory // allocation and scavenging. // // When synchronously scavenging for the memory limit or for debug.FreeOSMemory, these // "dense" packing heuristics are ignored (in other words, scavenging is "forced") because // in these scenarios returning memory to the OS is more important than keeping CPU // overheads low. package runtime import ( "internal/goos" "internal/runtime/atomic" "internal/runtime/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) // scavChunkHiOcFrac indicates the fraction of pages that need to be allocated // in the chunk in a single GC cycle for it to be considered high density. scavChunkHiOccFrac = 0.96875 scavChunkHiOccPages = uint16(scavChunkHiOccFrac * pallocChunkPages) ) // 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) * (1 - reduceExtraPercent/100.0)) // 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 // 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 // parked is whether or not the scavenger is parked. parked bool // printControllerReset instructs printScavTrace to signal that // the controller was reset. printControllerReset bool // 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 // controllerCooldown 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 // 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) f := func(s any, _ uintptr, _ int64) { s.(*scavengerState).wake() } s.timer.init(f, s) // 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, false) 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() && 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, traceBlockSystemGoroutine, 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() s.timer.reset(start+sleepTime, 0) // Mark ourselves as asleep and go to sleep. s.parked = true goparkunlock(&s.lock, waitReasonSleep, traceBlockSleep, 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. s.timer.stop() 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 } mheap_.pages.scav.releasedBg.Add(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. force makes all memory available to // scavenge, ignoring huge page heuristics. // // 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, force bool) uintptr { released := uintptr(0) for released < nbytes { ci, pageIdx := p.scav.index.find(force) 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(releasedBg, releasedEager uintptr, forced bool) { assertLockHeld(&scavenger.lock) printlock() print("scav ", releasedBg>>10, " KiB work (bg), ", releasedEager>>10, " KiB work (eager), ", gcController.heapReleased.load()>>10, " KiB now, ", (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. Be careful here -- just do the // bare minimum to avoid stepping on our own scavenging stats. p.chunkOf(ci).allocRange(base, npages) p.update(addr, uintptr(npages), true, true) // With that done, it's safe to unlock. unlock(p.mheapLock) if !p.test { // Only perform sys* operations 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) if b := (offAddr{addr}); b.lessThan(p.searchAddr) { p.searchAddr = b } p.chunkOf(ci).free(base, npages) p.update(addr, uintptr(npages), true, false) // 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.setEmpty(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 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, minimum, max uintptr) (uint, uint) { if minimum&(minimum-1) != 0 || minimum == 0 { print("runtime: min = ", minimum, "\n") throw("min must be a non-zero power of 2") } else if minimum > maxPagesPerPhysPage { print("runtime: min = ", minimum, "\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 = minimum } else { max = alignUp(max, minimum) } 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(minimum)) 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(minimum)) 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(minimum)) 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 := min(run, 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 := 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 scavChunkData-per-chunk structure that indicates the presence of pages // available for scavenging. Updates to the index are serialized by the pageAlloc lock. // // It tracks chunk occupancy and a generation counter per chunk. If a chunk's occupancy // never exceeds pallocChunkDensePages over the course of a single GC cycle, the chunk // becomes eligible for scavenging on the next cycle. If a chunk ever hits this density // threshold it immediately becomes unavailable for scavenging in the current cycle as // well as the next. // // [min, max) represents the range of chunks that is safe to access (i.e. will not cause // a fault). As an optimization minHeapIdx represents the true minimum chunk that has been // mapped, since min is likely rounded down to include the system page containing minHeapIdx. // // For a chunk size of 4 MiB this structure will only use 2 MiB for a 1 TiB contiguous heap. chunks []atomicScavChunkData min, max atomic.Uintptr minHeapIdx atomic.Uintptr // 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. // // searchAddrForce is managed by find and free. // searchAddrBg is managed by find and nextGen. // // 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). // // searchAddrBg is increased only on each new generation and is mainly used by the // background scavenger and heap-growth scavenging. searchAddrForce is increased continuously // as memory gets freed and is mainly used by eager memory reclaim such as debug.FreeOSMemory // and scavenging to maintain the memory limit. searchAddrBg atomicOffAddr searchAddrForce atomicOffAddr // freeHWM is the highest address (in offset address space) that was freed // this generation. freeHWM offAddr // Generation counter. Updated by nextGen at the end of each mark phase. gen uint32 // test indicates whether or not we're in a test. test bool } // init initializes the scavengeIndex. // // Returns the amount added to sysStat. func (s *scavengeIndex) init(test bool, sysStat *sysMemStat) uintptr { s.searchAddrBg.Clear() s.searchAddrForce.Clear() s.freeHWM = minOffAddr s.test = test return s.sysInit(test, sysStat) } // sysGrow updates the index's backing store in response to a heap growth. // // Returns the amount of memory added to sysStat. func (s *scavengeIndex) grow(base, limit uintptr, sysStat *sysMemStat) uintptr { // Update minHeapIdx. Note that even if there's no mapping work to do, // we may still have a new, lower minimum heap address. minHeapIdx := s.minHeapIdx.Load() if baseIdx := uintptr(chunkIndex(base)); minHeapIdx == 0 || baseIdx < minHeapIdx { s.minHeapIdx.Store(baseIdx) } return s.sysGrow(base, limit, sysStat) } // 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(force bool) (chunkIdx, uint) { cursor := &s.searchAddrBg if force { cursor = &s.searchAddrForce } searchAddr, marked := cursor.Load() if searchAddr == minOffAddr.addr() { // We got a cleared search addr. return 0, 0 } // Starting from searchAddr's chunk, iterate until we find a chunk with pages to scavenge. gen := s.gen min := chunkIdx(s.minHeapIdx.Load()) start := chunkIndex(searchAddr) // N.B. We'll never map the 0'th chunk, so minHeapIdx ensures this loop overflow. for i := start; i >= min; i-- { // Skip over chunks. if !s.chunks[i].load().shouldScavenge(gen, force) { continue } // We're still scavenging this chunk. if i == start { return i, chunkPageIndex(searchAddr) } // Try to reduce searchAddr to newSearchAddr. newSearchAddr := chunkBase(i) + 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. cursor.StoreUnmark(searchAddr, newSearchAddr) } else { // Decrease searchAddr. cursor.StoreMin(newSearchAddr) } return i, pallocChunkPages - 1 } // Clear searchAddr, because we've exhausted the heap. cursor.Clear() return 0, 0 } // alloc updates metadata for chunk at index ci with the fact that // an allocation of npages occurred. It also eagerly attempts to collapse // the chunk's memory into hugepage if the chunk has become sufficiently // dense and we're not allocating the whole chunk at once (which suggests // the allocation is part of a bigger one and it's probably not worth // eagerly collapsing). // // alloc may only run concurrently with find. func (s *scavengeIndex) alloc(ci chunkIdx, npages uint) { sc := s.chunks[ci].load() sc.alloc(npages, s.gen) // TODO(mknyszek): Consider eagerly backing memory with huge pages // here and track whether we believe this chunk is backed by huge pages. // In the past we've attempted to use sysHugePageCollapse (which uses // MADV_COLLAPSE on Linux, and is unsupported elswhere) for this purpose, // but that caused performance issues in production environments. s.chunks[ci].store(sc) } // free updates metadata for chunk at index ci with the fact that // a free of npages occurred. // // free may only run concurrently with find. func (s *scavengeIndex) free(ci chunkIdx, page, npages uint) { sc := s.chunks[ci].load() sc.free(npages, s.gen) s.chunks[ci].store(sc) // Update scavenge search addresses. addr := chunkBase(ci) + uintptr(page+npages-1)*pageSize if s.freeHWM.lessThan(offAddr{addr}) { s.freeHWM = offAddr{addr} } // N.B. Because free is serialized, it's not necessary to do a // full CAS here. free only ever increases searchAddr, while // find only ever decreases it. Since we only ever race with // decreases, even if the value we loaded is stale, the actual // value will never be larger. searchAddr, _ := s.searchAddrForce.Load() if (offAddr{searchAddr}).lessThan(offAddr{addr}) { s.searchAddrForce.StoreMarked(addr) } } // nextGen moves the scavenger forward one generation. Must be called // once per GC cycle, but may be called more often to force more memory // to be released. // // nextGen may only run concurrently with find. func (s *scavengeIndex) nextGen() { s.gen++ searchAddr, _ := s.searchAddrBg.Load() if (offAddr{searchAddr}).lessThan(s.freeHWM) { s.searchAddrBg.StoreMarked(s.freeHWM.addr()) } s.freeHWM = minOffAddr } // setEmpty marks that the scavenger has finished looking at ci // for now to prevent the scavenger from getting stuck looking // at the same chunk. // // setEmpty may only run concurrently with find. func (s *scavengeIndex) setEmpty(ci chunkIdx) { val := s.chunks[ci].load() val.setEmpty() s.chunks[ci].store(val) } // atomicScavChunkData is an atomic wrapper around a scavChunkData // that stores it in its packed form. type atomicScavChunkData struct { value atomic.Uint64 } // load loads and unpacks a scavChunkData. func (sc *atomicScavChunkData) load() scavChunkData { return unpackScavChunkData(sc.value.Load()) } // store packs and writes a new scavChunkData. store must be serialized // with other calls to store. func (sc *atomicScavChunkData) store(ssc scavChunkData) { sc.value.Store(ssc.pack()) } // scavChunkData tracks information about a palloc chunk for // scavenging. It packs well into 64 bits. // // The zero value always represents a valid newly-grown chunk. type scavChunkData struct { // inUse indicates how many pages in this chunk are currently // allocated. // // Only the first 10 bits are used. inUse uint16 // lastInUse indicates how many pages in this chunk were allocated // when we transitioned from gen-1 to gen. // // Only the first 10 bits are used. lastInUse uint16 // gen is the generation counter from a scavengeIndex from the // last time this scavChunkData was updated. gen uint32 // scavChunkFlags represents additional flags // // Note: only 6 bits are available. scavChunkFlags } // unpackScavChunkData unpacks a scavChunkData from a uint64. func unpackScavChunkData(sc uint64) scavChunkData { return scavChunkData{ inUse: uint16(sc), lastInUse: uint16(sc>>16) & scavChunkInUseMask, gen: uint32(sc >> 32), scavChunkFlags: scavChunkFlags(uint8(sc>>(16+logScavChunkInUseMax)) & scavChunkFlagsMask), } } // pack returns sc packed into a uint64. func (sc scavChunkData) pack() uint64 { return uint64(sc.inUse) | (uint64(sc.lastInUse) << 16) | (uint64(sc.scavChunkFlags) << (16 + logScavChunkInUseMax)) | (uint64(sc.gen) << 32) } const ( // scavChunkHasFree indicates whether the chunk has anything left to // scavenge. This is the opposite of "empty," used elsewhere in this // file. The reason we say "HasFree" here is so the zero value is // correct for a newly-grown chunk. (New memory is scavenged.) scavChunkHasFree scavChunkFlags = 1 << iota // scavChunkMaxFlags is the maximum number of flags we can have, given how // a scavChunkData is packed into 8 bytes. scavChunkMaxFlags = 6 scavChunkFlagsMask = (1 << scavChunkMaxFlags) - 1 // logScavChunkInUseMax is the number of bits needed to represent the number // of pages allocated in a single chunk. This is 1 more than log2 of the // number of pages in the chunk because we need to represent a fully-allocated // chunk. logScavChunkInUseMax = logPallocChunkPages + 1 scavChunkInUseMask = (1 << logScavChunkInUseMax) - 1 ) // scavChunkFlags is a set of bit-flags for the scavenger for each palloc chunk. type scavChunkFlags uint8 // isEmpty returns true if the hasFree flag is unset. func (sc *scavChunkFlags) isEmpty() bool { return (*sc)&scavChunkHasFree == 0 } // setEmpty clears the hasFree flag. func (sc *scavChunkFlags) setEmpty() { *sc &^= scavChunkHasFree } // setNonEmpty sets the hasFree flag. func (sc *scavChunkFlags) setNonEmpty() { *sc |= scavChunkHasFree } // shouldScavenge returns true if the corresponding chunk should be interrogated // by the scavenger. func (sc scavChunkData) shouldScavenge(currGen uint32, force bool) bool { if sc.isEmpty() { // Nothing to scavenge. return false } if force { // We're forcing the memory to be scavenged. return true } if sc.gen == currGen { // In the current generation, if either the current or last generation // is dense, then skip scavenging. Inverting that, we should scavenge // if both the current and last generation were not dense. return sc.inUse < scavChunkHiOccPages && sc.lastInUse < scavChunkHiOccPages } // If we're one or more generations ahead, we know inUse represents the current // state of the chunk, since otherwise it would've been updated already. return sc.inUse < scavChunkHiOccPages } // alloc updates sc given that npages were allocated in the corresponding chunk. func (sc *scavChunkData) alloc(npages uint, newGen uint32) { if uint(sc.inUse)+npages > pallocChunkPages { print("runtime: inUse=", sc.inUse, " npages=", npages, "\n") throw("too many pages allocated in chunk?") } if sc.gen != newGen { sc.lastInUse = sc.inUse sc.gen = newGen } sc.inUse += uint16(npages) if sc.inUse == pallocChunkPages { // There's nothing for the scavenger to take from here. sc.setEmpty() } } // free updates sc given that npages was freed in the corresponding chunk. func (sc *scavChunkData) free(npages uint, newGen uint32) { if uint(sc.inUse) < npages { print("runtime: inUse=", sc.inUse, " npages=", npages, "\n") throw("allocated pages below zero?") } if sc.gen != newGen { sc.lastInUse = sc.inUse sc.gen = newGen } sc.inUse -= uint16(npages) // The scavenger can no longer be done with this chunk now that // new memory has been freed into it. sc.setNonEmpty() } type piController struct { kp float64 // Proportional constant. ti float64 // Integral time constant. tt float64 // Reset time. min, max float64 // Output boundaries. // PI controller state. errIntegral float64 // Integral of the error from t=0 to now. // Error flags. errOverflow bool // Set if errIntegral ever overflowed. inputOverflow bool // Set if an operation with the input overflowed. } // next provides a new sample to the controller. // // input is the sample, setpoint is the desired point, and period is how much // time (in whatever unit makes the most sense) has passed since the last sample. // // Returns a new value for the variable it's controlling, and whether the operation // completed successfully. One reason this might fail is if error has been growing // in an unbounded manner, to the point of overflow. // // In the specific case of an error overflow occurs, the errOverflow field will be // set and the rest of the controller's internal state will be fully reset. func (c *piController) next(input, setpoint, period float64) (float64, bool) { // Compute the raw output value. prop := c.kp * (setpoint - input) rawOutput := prop + c.errIntegral // Clamp rawOutput into output. output := rawOutput if isInf(output) || isNaN(output) { // The input had a large enough magnitude that either it was already // overflowed, or some operation with it overflowed. // Set a flag and reset. That's the safest thing to do. c.reset() c.inputOverflow = true return c.min, false } if output < c.min { output = c.min } else if output > 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 }