StealMemoryRegion guards the open() with LogMan::Throw::AFmt, which
compiles out in release builds. With no procfs mounted the fd is -1 and
CollectMemoryGaps then loops on read(-1) forever at 100% CPU.
This is hit whenever FEX is the x86_64 binfmt handler and something runs
an x86 binary in a root without /proc. BuildKit does exactly that: its
emulator probe execs a static x86_64 binary in an empty chroot, so every
BuildKit start on an Arm host with FEX registered hangs.
Reserve nothing instead: StealMemoryRegion returns no regions and
Setup48BitAllocatorIfExists skips the 48-bit allocator. The guest then
runs without the upper VA hidden, which only matters in environments
that previously never got past startup.
A bit messy but it basically duplicates the Linux side. We don't have a
way to include NT internal defines in to FEXCore currently so the two
required symbols are just forward declared.
Adds a config option to disable pruning if desired.
Had to change FEXCore::HostFeatures slightly to remove the HostType from
the Hash for caching, as we don't want the bucket to inadvertently
delete wow64,arm64ec,linux buckets when executing in the same namespace.
Minor changes to the DiskCache::Init code to handle returning two
values, moving the HostType to be a part of the "ProcessBucketHash"
instead of the "MachineBucketHash".
Then uses the directory walking function added in the previous commit to
find mismatched/old "MachineBucketHash" directories and remove them.
This allows WTF to catch the allocations just like on Linux. Punch our
unixlib path all the way through to rpmalloc so it gets named and
tracked properly.
This is tailored towards our needs for our JIT and eventually replacing
the linear allocator. Allowing us to reallocate memory for code blocks
that have been invalidated, letting us keep a single code buffer around
for longer and using less memory overall.
In particular, high-invalidation games that ship anti-tamper tend to
emit millions of ~128-byte blocks in just a handful of minutes which
causes our current linear allocator to consume gigabytes very quickly.
This will allow us to more aggressively reuse the allocation space and
reduce the memory load in those situations.
There's some additional resize tuning that needs some work whence it is
in situ which doesn't need to be done now.
This thing is a bit intense, so some requirements from the start:
- It needs to be lock-free and thread-safe
- It needs to support contiguous range allocations
- It needs to support allocations larger than a single atomic word
These requirements kind of fly in the face of most bitset allocators
where they will support some parts of these requirements, or just throw
a mutex in front of the whole thing.
Some implementation details:
- If allocating only 1-bit, trivial and always succeeds if there is space
- If allocating <= 64-bit, then always succeeds if there is at least
those many contiguous bits within a single atomic word
- Allocation can fail if there are cross-word contiguous bits of the
size available
- Introduces some sparsity
- If allocating > 64-bits then it falls down the longer scan path.
- Searches for contiguous bits of free space between multiple atomic
words.
- If found, will attempt to allocate tracking which bits were allocated
- If allocation fails, unwind bits already acquired and continue
scanning
Some downsides to this implementation:
- Allocations can fail if sparsity builds up
- Heavily contended allocations can be worse than a lock
- If larger than atomic word allocations are in flight.
- Unwinding larger than word allocations and continuing scanning adds
overhead, a lock would have won at that point.
- A small bit of false sharing where an atomic word is read without
acquire semantics for scanning can technically overlook some
allocations that no longer exist.
- Slower than a linear allocator, but that's not unexpected.
Most of these downsides are okay for our use case, which is code buffer
allocations with the ability to do partial invalidation. If the atomic
bitset fails to fit an allocation, we can throw away the code buffer
like we currently do.
The bitmap allocator that uses this lock-free atomic bitset is still
in-flight but this is one complex container that can land independently.
This used to be used for the intrusively allocated `LiveVMARegion` but
that is all handled internally to the object now, making this
unnecessary. It was always receiving zero and doing nothing so just
remove it.
Because our bitset type is uint64_t, then that means Memory + ManagedSize
is more like: Memory + (ManagedSize * 8), which is way larger of a base
than we need.
Since this was a reference, this would end up overwriting Region[0] with
whatever the smallest region was instead of just being a running pointer
to what happened to be the current smallest region.
We can switch over to a pointer to avoid obliterating the first memory
region.
`DetermineVASize` does not return the size of VA, but the number of bits
it can use. Change the naming to make it more self explanatory.
In the mean time also move `HostVASize` global into `GetHostVABits`
since it is not and should not be used directly.
Commit abf9724 ("Allocator: Fix and optimize VA range detection")
removed assignment to the `HostVASize` global thus making each call to
`DetermineVASize` redo all the work with potential to produce incorrect
results. Set the global again to fix this.
The compiler is smart enough to use the zero register for atomic
operations. Our JIT never generated code like this so it was unexpected.
Make sure handle zero register in all the cases where it matters.
coredump applications aren't smart enough to only dump resident pages,
so explicitly mark our 128TB and other mapped VA ranges as DONTDUMP.
This will speed up coredumps.
using <sys/prctl.h> and <linux/prctl.h> simultaneously causes clang to
fail:
```
In file included from FEX/FEXCore/Source/Utils/AllocatorHooks.cpp:6:
/usr/include/sys/prctl.h:88:8: error: redefinition of 'prctl_mm_map'
88 | struct prctl_mm_map {
| ^
/usr/include/linux/prctl.h:134:8: note: previous definition is here
134 | struct prctl_mm_map {
| ^
1 error generated.
```
prefer <sys/prctl.h> and do not include <linux/prctl.h>
fix: #5454
Signed-off-by: Pepper Gray <hello@peppergray.xyz>
Allows WTF to work (mostly) with Wine by letting us VirtualName things,
and also allows madvise control of THP, which significantly cuts back
memory usage.
This works around the problem of Wine not giving us control of this by
using raw syscalls when wine is detected.
Based on top of #5362 so the THP disable controls are in.
This wasn't quite wired up exactly how we wanted it. It was previously
matching against the opaque file config handle, which can be anything.
Instead compare it to the appname that now gets passed over to it for
matching.
This allows us to do the following:
```
{
"Config": {
"ProfileStats": "1",
"X87ReducedPrecision": "1",
"TSOEnabled": "1",
"VectorTSOEnabled": "0",
"MemcpySetTSOEnabled": "0",
"HalfBarrierTSOEnabled":"1",
"MaxInst": "500",
"Multiblock": "1"
},
"AppOverrides" : {
"setup*" : {
"Comment": [
"292030 - The Witcher 3: Wild Hunt"
],
"X87ReducedPrecision": "0"
}
}
}
```
Based on #121 which needs to get merged first.
Code Review
Code Review: Class deletion
Add support for question mark and plus mark in regex, supply testing for star
Added more characters to the regex alphabets, add more test case
Added support for regex matching of configs, awaiting reviews
Rename variable to CamelCase
Addresses PR reviews
Remove unnecessary features and test cases
Rewrite to naive regex with dp
Addresses PR reviews
Build fixes
Code Review
Disables THP on some key locations that are fairly sparse
- rpmalloc
- This is the big one as this allocates some heavy sparse buffers.
- CallRet stacks
- These get in the hundreds of megabytes, while not being sparse they
trend towards only using a handful of pages and ballooning to 2MB
per thread is quite heavy.
- Lookup cache
- L1 specifically gets hit here which adds a decent chunk of overhead
due to sparsity.
Win32 for all of these also aren't handled, but that will need to be a
followup.
rpmalloc is currently very aggressively configured which causes
significant reductions in resident memory over jemalloc.
In Bayonetta's title screen it went from 963MB down to 834MB resident.
This is fundamentally a frontend only problem, and also Linux only.
Moves it to the frontend where it belongs.
There's likely more things in Allocator.cpp that can be moved to the
frontend but this is the first thing.
NFC