[Mesa-dev] Improving ralloc performance for the GLSL compiler

Eero Tamminen eero.t.tamminen at intel.com
Tue Aug 30 13:21:02 UTC 2016


Hi,

On 30.08.2016 12:51, Marek Olšák wrote:
> Recently I discovered that our GLSL compiler spends a lot of time in
> rzalloc_size, so I looked at possible options to optimize that. It's
> worth noting that too many existing allocations slow down subsequent
> malloc calls, which in turn slows down the GLSL compiler. When I kept
> 5 instances of LLVMContext alive between compilations (I wanted to
> reuse them), the GLSL compiler slowed down. That shows that the GLSL
> compiler performance is too dependent on the size and complexity of
> the heap.
>
> So I decided to write my own linear allocator and then compared it
> with jemalloc preloaded by LD, and jemalloc linked statically and used
> by ralloc only.
>
> The test was shader-db using AMD's shader collection. The command line was:
> time GALLIUM_NOOP=1 shader-db/run shaders
> The noop driver ensures the compilation process ends with TGSI.
>
>
> Default Mesa:
> real    0m58.343s
> user    3m48.828s
> sys    0m0.760s
>
> Mesa with LD_PRELOAD=/usr/lib/x86_64-linux-gnu/libjemalloc.so.1:
> real    0m48.550s (17% less time)
> user    3m9.544s
> sys    0m1.700s
>
> Ralloc using _mesa_je_{calloc, realloc, free} and Mesa links against
> my libmesa_jemalloc_pic.a:
> real    0m49.580s (15% less time)
> user    3m14.452s
> sys    0m0.996s
>
> Ralloc using my own linear allocator that allocates out of 32KB
> buffers for 512b and smaller allocations:
> real    0m46.521s (20% less time)
> user    3m1.304s
> sys    0m1.740s
>
>
> Now let's test complete compilation down to GCN bytecode:
>
> Default Mesa:
> real    1m57.634s
> user    7m41.692s
> sys    0m1.824s
>
> Mesa with LD_PRELOAD=/usr/lib/x86_64-linux-gnu/libjemalloc.so.1:
> real    1m42.604s (13% less time)
> user    6m39.776s
> sys    0m3.828s
>
> Ralloc using _mesa_je_{calloc, realloc, free} and Mesa links against
> my libmesa_jemalloc_pic.a:
> real    1m44.413s (11% less time)
> user    6m48.808s
> sys    0m2.480s
>
> Ralloc using my own linear allocator:
> real    1m40.486s (14.6% less time)
> user    6m34.456s
> sys    0m2.224s
>
>
> The linear allocator that I wrote has a very high memory usage due to
> the inability to free 32KB blocks if those blocks have at least one
> living allocation. The workaround would be to do realloc() when
> changing a ralloc parent in order to "defragment" the memory, but
> that's more involved.
>
> I don't know much about glibc, but it's hard to believe that glibc
> people have been purposely ignoring jemalloc for so long. There must
> be some anti-performance politics going on, but enough of
> speculations.

Different allocators have different trade-offs:
* single-core speed
* multi-core speed
* memory usage
* long time memory fragmentation
* alloc debugging support & robustness

And they can behave different with different allocation patterns and 
sizes.  Jemalloc being better in one test than ptmalloc doesn't 
necessarily mean that it's better in another.

Here's some discussion on the subject:
	https://lwn.net/Articles/273084/

The used algorithms and some of the trade-offs are described in 
allocators' source codes.


> If we don't care about memory usage, let's use my allocator.

Modern games are most demanding use-case for compiler, use largest 
number of shaders, but almost all (>90%) Steam games are *still* 32-bit. 
  Before compiler memory usage optimizations by Ian & Co,  several of 
them crashed because they ran out of 32-bit address space.

(DOTA2 is nowadays thankfully 64-bit so it doesn't anymore crash because 
of that.)


> If we do,
> let's import jemalloc into the Mesa tree and use it for ralloc. That
> "11% less time" spent in the shader compiler (which includes LLVM)
> would be nice to have.

I don't think above jemalloc testing is enough, you should also:
* Test performance with 32-bit builds
* Do some memory usage comparisons

I'm not sure what's the best way to track memory usage for this though. 
 From proc you get total mapping sizes, but typically dirty memory usage 
is more relevant and that you see from smaps data.

Easiest start could be with Valgrind massif as it can show heap memory 
usage over time:
	http://valgrind.org/docs/manual/ms-manual.html


	- Eero

PS. This Valgrind tool can be used to optimize memory allocations 
efficiency:
	http://valgrind.org/docs/manual/dh-manual.html

It tells which parts of the allocs are hot and which are cold, or unused 
completely, so that things within allocations can be arranged in most 
efficient manner.




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