Commit 6a80027f authored by hpayer's avatar hpayer Committed by Commit bot

Allow more scavenges during idle times by pushing down the idle new space limit.

BUG=

Review URL: https://codereview.chromium.org/1313083002

Cr-Commit-Position: refs/heads/master@{#30356}
parent 38b9beb8
......@@ -119,13 +119,17 @@ bool GCIdleTimeHandler::ShouldDoScavenge(
// It is better to do full GC for the background tab.
return false;
}
size_t new_space_allocation_limit =
kMaxScheduledIdleTime * scavenge_speed_in_bytes_per_ms;
// Calculates how much memory are we able to scavenge in
// kMaxFrameRenderingIdleTime ms. If scavenge_speed_in_bytes_per_ms is 0 we
// will take care of this later.
size_t idle_new_space_allocation_limit =
kMaxFrameRenderingIdleTime * scavenge_speed_in_bytes_per_ms;
// If the limit is larger than the new space size, then scavenging used to be
// really fast. We can take advantage of the whole new space.
if (new_space_allocation_limit > new_space_size) {
new_space_allocation_limit = new_space_size;
if (idle_new_space_allocation_limit > new_space_size) {
idle_new_space_allocation_limit = new_space_size;
}
// We do not know the allocation throughput before the first scavenge.
......@@ -134,31 +138,43 @@ bool GCIdleTimeHandler::ShouldDoScavenge(
// We have to trigger scavenge before we reach the end of new space.
size_t adjust_limit = new_space_allocation_throughput_in_bytes_per_ms *
kTimeUntilNextIdleEvent;
if (adjust_limit > new_space_allocation_limit) {
new_space_allocation_limit = 0;
if (adjust_limit > idle_new_space_allocation_limit) {
idle_new_space_allocation_limit = 0;
} else {
new_space_allocation_limit -= adjust_limit;
}
idle_new_space_allocation_limit -= adjust_limit;
}
if (new_space_allocation_throughput_in_bytes_per_ms <
kLowAllocationThroughput) {
new_space_allocation_limit =
Min(new_space_allocation_limit,
static_cast<size_t>(new_space_size * kConservativeTimeRatio));
}
// The allocated new space limit to trigger a scavange has to be at least
// kMinimumNewSpaceSizeToPerformScavenge.
if (new_space_allocation_limit < kMinimumNewSpaceSizeToPerformScavenge) {
new_space_allocation_limit = kMinimumNewSpaceSizeToPerformScavenge;
if (idle_new_space_allocation_limit < kMinimumNewSpaceSizeToPerformScavenge) {
idle_new_space_allocation_limit = kMinimumNewSpaceSizeToPerformScavenge;
}
// Set an initial scavenge speed if it is unknown.
if (scavenge_speed_in_bytes_per_ms == 0) {
scavenge_speed_in_bytes_per_ms = kInitialConservativeScavengeSpeed;
}
if (new_space_allocation_limit <= used_new_space_size) {
// We apply a max factor to the new space size to make sure that a slowly
// allocating application still leaves enough of wiggle room to schedule a
// scavenge.
size_t max_limit;
const double kMaxNewSpaceSizeFactorLongIdleTimes = 0.5;
const double kMaxNewSpaceSizeFactorShortIdleTimes = 0.8;
if (idle_time_in_ms > kMaxFrameRenderingIdleTime) {
max_limit = static_cast<size_t>(new_space_size *
kMaxNewSpaceSizeFactorLongIdleTimes);
} else {
max_limit = static_cast<size_t>(new_space_size *
kMaxNewSpaceSizeFactorShortIdleTimes);
}
idle_new_space_allocation_limit =
Min(idle_new_space_allocation_limit, max_limit);
// We perform a scavenge if we are over the idle new space limit and
// a scavenge fits into the given idle time bucket.
if (idle_new_space_allocation_limit <= used_new_space_size) {
if (used_new_space_size / scavenge_speed_in_bytes_per_ms <=
idle_time_in_ms) {
return true;
......
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