mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
Shrinking GCs dump the JITted code, which leads to redundant recompilations, lowers performance, and makes profiling JS more difficult.
They may still happen if the runtime is at risk of OOM.
(cherry picked from commit af32d386b9)
Signed-off-by: Itms <itms@wildfiregames.com>
266 lines
9.5 KiB
C++
266 lines
9.5 KiB
C++
/* Copyright (C) 2024 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "ScriptContext.h"
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#include "lib/alignment.h"
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#include "ps/GameSetup/Config.h"
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#include "ps/Profile.h"
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#include "scriptinterface/Promises.h"
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#include "scriptinterface/ScriptExtraHeaders.h"
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#include "scriptinterface/ScriptEngine.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "js/friend/PerformanceHint.h"
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void GCSliceCallbackHook(JSContext* UNUSED(cx), JS::GCProgress progress, const JS::GCDescription& UNUSED(desc))
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{
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/**
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* From the GCAPI.h file:
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* > During GC, the GC is bracketed by GC_CYCLE_BEGIN/END callbacks. Each
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* > slice between those (whether an incremental or the sole non-incremental
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* > slice) is bracketed by GC_SLICE_BEGIN/GC_SLICE_END.
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* Thus, to safely monitor GCs, we need to profile SLICE_X calls.
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*/
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if (progress == JS::GC_SLICE_BEGIN)
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{
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if (CProfileManager::IsInitialised() && Threading::IsMainThread())
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g_Profiler.Start("GCSlice");
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g_Profiler2.RecordRegionEnter("GCSlice");
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}
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else if (progress == JS::GC_SLICE_END)
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{
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if (CProfileManager::IsInitialised() && Threading::IsMainThread())
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g_Profiler.Stop();
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g_Profiler2.RecordRegionLeave();
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}
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// The following code can be used to print some information aobut garbage collection
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// Search for "Nonincremental reason" if there are problems running GC incrementally.
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#if 0
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if (progress == JS::GCProgress::GC_CYCLE_BEGIN)
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printf("starting cycle ===========================================\n");
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const char16_t* str = desc.formatMessage(cx);
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int len = 0;
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for(int i = 0; i < 10000; i++)
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{
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len++;
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if(!str[i])
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break;
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}
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wchar_t outstring[len];
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for(int i = 0; i < len; i++)
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{
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outstring[i] = (wchar_t)str[i];
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}
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printf("---------------------------------------\n: %ls \n---------------------------------------\n", outstring);
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#endif
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}
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std::shared_ptr<ScriptContext> ScriptContext::CreateContext(int contextSize, uint32_t heapGrowthBytesGCTrigger)
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{
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return std::make_shared<ScriptContext>(contextSize, heapGrowthBytesGCTrigger);
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}
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ScriptContext::ScriptContext(int contextSize, uint32_t heapGrowthBytesGCTrigger):
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m_JobQueue{std::make_unique<Script::JobQueue>()},
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m_ContextSize{contextSize},
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m_HeapGrowthBytesGCTrigger{heapGrowthBytesGCTrigger}
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{
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ENSURE(ScriptEngine::IsInitialised() && "The ScriptEngine must be initialized before constructing any ScriptContexts!");
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m_cx = JS_NewContext(contextSize);
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ENSURE(m_cx); // TODO: error handling
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// Set stack quota limits - JS scripts will stop with a "too much recursion" exception.
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// This seems to refer to the program's actual stack size, so it should be lower than the lowest common denominator
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// of the various stack sizes of supported OS.
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// From SM78's jsapi.h:
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// - "The stack quotas for each kind of code should be monotonically descending"
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// - "This function may only be called immediately after the runtime is initialized
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// and before any code is executed and/or interrupts requested"
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JS_SetNativeStackQuota(m_cx, 950 * KiB, 900 * KiB, 850 * KiB);
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ENSURE(JS::InitSelfHostedCode(m_cx));
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JS::SetGCSliceCallback(m_cx, GCSliceCallbackHook);
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JS_SetGCParameter(m_cx, JSGC_MAX_BYTES, m_ContextSize);
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JS_SetGCParameter(m_cx, JSGC_INCREMENTAL_GC_ENABLED, true);
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JS_SetGCParameter(m_cx, JSGC_PER_ZONE_GC_ENABLED, false);
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// Attempt to turn off Spidermonkey-led GCs.
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JS_SetGCParameter(m_cx, JSGC_HEAP_GROWTH_FACTOR, contextSize);
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JS_SetGCParameter(m_cx, JSGC_LOW_FREQUENCY_HEAP_GROWTH, 300);
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JS_SetGCParameter(m_cx, JSGC_HIGH_FREQUENCY_SMALL_HEAP_GROWTH, 500);
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JS_SetGCParameter(m_cx, JSGC_HIGH_FREQUENCY_LARGE_HEAP_GROWTH, 300);
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JS_SetGCParameter(m_cx, JSGC_SLICE_TIME_BUDGET_MS, 10);
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JS_SetOffthreadIonCompilationEnabled(m_cx, true);
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// For GC debugging:
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// JS_SetGCZeal(m_cx, 2, JS_DEFAULT_ZEAL_FREQ);
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JS_SetContextPrivate(m_cx, nullptr);
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JS_SetGlobalJitCompilerOption(m_cx, JSJITCOMPILER_ION_ENABLE, 1);
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JS_SetGlobalJitCompilerOption(m_cx, JSJITCOMPILER_BASELINE_ENABLE, 1);
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// Turn off Spectre mitigations - this is a huge speedup on JS code, particularly JS -> C++ calls.
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JS_SetGlobalJitCompilerOption(m_cx, JSJITCOMPILER_SPECTRE_JIT_TO_CXX_CALLS, 0);
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JS_SetGlobalJitCompilerOption(m_cx, JSJITCOMPILER_SPECTRE_INDEX_MASKING, 0);
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JS_SetGlobalJitCompilerOption(m_cx, JSJITCOMPILER_SPECTRE_VALUE_MASKING, 0);
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JS_SetGlobalJitCompilerOption(m_cx, JSJITCOMPILER_SPECTRE_STRING_MITIGATIONS, 0);
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JS_SetGlobalJitCompilerOption(m_cx, JSJITCOMPILER_SPECTRE_OBJECT_MITIGATIONS, 0);
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JS::ContextOptionsRef(m_cx).setStrictMode(true);
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// Workaround to turn off nursery size heuristic.
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// See https://gitea.wildfiregames.com/0ad/0ad/issues/7714 for details.
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js::gc::SetPerformanceHint(m_cx, js::gc::PerformanceHint::InPageLoad);
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ScriptEngine::GetSingleton().RegisterContext(m_cx);
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JS::SetJobQueue(m_cx, m_JobQueue.get());
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JS::SetPromiseRejectionTrackerCallback(m_cx, &Script::UnhandledRejectedPromise);
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}
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ScriptContext::~ScriptContext()
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{
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ENSURE(ScriptEngine::IsInitialised() && "The ScriptEngine must be active (initialized and not yet shut down) when destroying a ScriptContext!");
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// Switch back to normal performance mode to avoid assertion in debug mode.
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js::gc::SetPerformanceHint(m_cx, js::gc::PerformanceHint::Normal);
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JS_DestroyContext(m_cx);
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ScriptEngine::GetSingleton().UnRegisterContext(m_cx);
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}
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void ScriptContext::RegisterRealm(JS::Realm* realm)
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{
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ENSURE(realm);
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m_Realms.push_back(realm);
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}
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void ScriptContext::UnRegisterRealm(JS::Realm* realm)
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{
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// Schedule the zone for GC, which will destroy the realm.
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if (JS::IsIncrementalGCInProgress(m_cx))
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JS::FinishIncrementalGC(m_cx, JS::GCReason::API);
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JS::PrepareZoneForGC(m_cx, js::GetRealmZone(realm));
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m_Realms.remove(realm);
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}
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#define GC_DEBUG_PRINT 0
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void ScriptContext::MaybeIncrementalGC()
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{
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PROFILE2("MaybeIncrementalGC");
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if (!JS::IsIncrementalGCEnabled(m_cx))
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return;
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// The idea is to get the heap size after a completed GC and trigger the next GC
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// when the heap size has reached m_LastGCBytes + X.
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// Spidermonkey allocates memory arenas of 4KB for JS heap data.
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// At the end of a GC, any such arena that became empty is freed.
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// On shrinking GCs, spidermonkey further defragments the arenas, which effectively frees more memory but costs time.
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// In practice, shrinking GCs also dump JITted code and the defragmentation is not worth it for 0 A.D.
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// The regular GCs also free quite a bit of memory anyways, and non-full arenas get used for new objects.
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const uint32_t gcBytes = JS_GetGCParameter(m_cx, JSGC_BYTES);
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#if GC_DEBUG_PRINT
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printf("gcBytes: %i KB, last of %i KB\n", gcBytes / 1024, m_LastGCBytes / 1024);
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#endif
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// The memory freeing happens mostly in the background, so we can't rely on the value on the last incremental slice.
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// To fix that, just remember a 'minimum' value.
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if (m_LastGCBytes > gcBytes || m_LastGCBytes == 0)
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{
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#if GC_DEBUG_PRINT
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printf("Setting m_LastGCBytes: %d KB \n", gcBytes / 1024);
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#endif
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m_LastGCBytes = gcBytes;
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}
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// Run an additional incremental GC slice if the currently running incremental GC isn't over yet
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// ... or
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// start a new incremental GC if the JS heap size has grown enough for a GC to make sense
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if (JS::IsIncrementalGCInProgress(m_cx) || (gcBytes - m_LastGCBytes > m_HeapGrowthBytesGCTrigger))
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{
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#if GC_DEBUG_PRINT
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if (JS::IsIncrementalGCInProgress(m_cx))
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printf("An incremental GC cycle is in progress. \n");
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else
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printf("GC needed because JSGC_BYTES - m_LastGCBytes > m_HeapGrowthBytesGCTrigger \n"
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" JSGC_BYTES: %d KB \n m_LastGCBytes: %d KB \n m_HeapGrowthBytesGCTrigger: %d KB \n",
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gcBytes / 1024,
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m_LastGCBytes / 1024,
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m_HeapGrowthBytesGCTrigger / 1024);
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#endif
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#if GC_DEBUG_PRINT
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if (!JS::IsIncrementalGCInProgress(m_cx))
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printf("Starting incremental GC \n");
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else
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printf("Running incremental GC slice \n");
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#endif
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// There is a tradeoff between this time and the number of frames we must run GCs on, but overall we should prioritize smooth framerates.
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const js::SliceBudget GCSliceTimeBudget = js::SliceBudget(js::TimeBudget(6)); // Milliseconds an incremental slice is allowed to run. SM respects this fairly well.
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PrepareZonesForIncrementalGC();
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if (!JS::IsIncrementalGCInProgress(m_cx))
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JS::StartIncrementalGC(m_cx, JS::GCOptions::Normal, JS::GCReason::API, GCSliceTimeBudget);
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else
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JS::IncrementalGCSlice(m_cx, JS::GCReason::API, GCSliceTimeBudget);
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// Reset this here so that the minimum gets cleared.
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m_LastGCBytes = gcBytes;
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}
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}
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void ScriptContext::ShrinkingGC()
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{
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JS_SetGCParameter(m_cx, JSGC_INCREMENTAL_GC_ENABLED, false);
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JS_SetGCParameter(m_cx, JSGC_PER_ZONE_GC_ENABLED, true);
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JS::PrepareForFullGC(m_cx);
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JS::NonIncrementalGC(m_cx, JS::GCOptions::Shrink, JS::GCReason::API);
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JS_SetGCParameter(m_cx, JSGC_INCREMENTAL_GC_ENABLED, true);
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JS_SetGCParameter(m_cx, JSGC_PER_ZONE_GC_ENABLED, false);
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}
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void ScriptContext::RunJobs()
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{
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m_JobQueue->runJobs(m_cx);
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}
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void ScriptContext::PrepareZonesForIncrementalGC() const
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{
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for (JS::Realm* const& realm : m_Realms)
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JS::PrepareZoneForGC(m_cx, js::GetRealmZone(realm));
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}
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