I need to be extremely concerned with speed/latency in my current multi-threaded project.
Cache access is something I'm trying to understand better. And I'm not clear on how lock-free queues (such as the boost::lockfree::spsc_queue) access/use memory on a cache level.
I've seen queues used where the pointer of a large object that needs to be operated on by the consumer core is pushed into the queue.
If the consumer core pops an element from the queue, I presume that means the element (a pointer in this case) is already loaded into the consumer core's L2 and L1 cache. But to access the element, does it not need to access the pointer itself by finding and loading the element either from either the L3 cache or across the interconnect (if the other thread is on a different cpu socket)? If so, would it maybe be better to simply send a copy of the object that could be disposed of by the consumer?
Thank you.
C++ principally a pay-for-what-you-need eco-system.
Any regular queue will let you choose the storage semantics (by value or by reference).
However, this time you ordered something special: you ordered a lock free queue.
In order to be lock free, it must be able to perform all the observable modifying operations as atomic operations. This naturally restricts the types that can be used in these operations directly.
You might doubt whether it's even possible to have a value-type that exceeds the system's native register size (say, int64_t).
Good question.
Enter Ringbuffers
Indeed, any node based container would just require pointer swaps for all modifying operations, which is trivially made atomic on all modern architectures.
But does anything that involves copying multiple distinct memory areas, in non-atomic sequence, really pose an unsolvable problem?
No. Imagine a flat array of POD data items. Now, if you treat the array as a circular buffer, one would just have to maintain the index of the buffer front and end positions atomically. The container could, at leisure update in internal 'dirty front index' while it copies ahead of the external front. (The copy can use relaxed memory ordering). Only as soon as the whole copy is known to have completed, the external front index is updated. This update needs to be in acq_rel/cst memory order[1].
As long as the container is able to guard the invariant that the front never fully wraps around and reaches back, this is a sweet deal. I think this idea was popularized in the Disruptor Library (of LMAX fame). You get mechanical resonance from
linear memory access patterns while reading/writing
even better if you can make the record size aligned with (a multiple) physical cache lines
all the data is local unless the POD contains raw references outside that record
How Does Boost's spsc_queue Actually Do This?
Yes, spqc_queue stores the raw element values in a contiguous aligned block of memory: (e.g. from compile_time_sized_ringbuffer which underlies spsc_queue with statically supplied maximum capacity:)
typedef typename boost::aligned_storage<max_size * sizeof(T),
boost::alignment_of<T>::value
>::type storage_type;
storage_type storage_;
T * data()
{
return static_cast<T*>(storage_.address());
}
(The element type T need not even be POD, but it needs to be both default-constructible and copyable).
Yes, the read and write pointers are atomic integral values. Note that the boost devs have taken care to apply enough padding to avoid False Sharing on the cache line for the reading/writing indices: (from ringbuffer_base):
static const int padding_size = BOOST_LOCKFREE_CACHELINE_BYTES - sizeof(size_t);
atomic<size_t> write_index_;
char padding1[padding_size]; /* force read_index and write_index to different cache lines */
atomic<size_t> read_index_;
In fact, as you can see, there are only the "internal" index on either read or write side. This is possible because there's only one writing thread and also only one reading thread, which means that there could only be more space at the end of write operation than anticipated.
Several other optimizations are present:
branch prediction hints for platforms that support it (unlikely())
it's possible to push/pop a range of elements at once. This should improve throughput in case you need to siphon from one buffer/ringbuffer into another, especially if the raw element size is not equal to (a whole multiple of) a cacheline
use of std::unitialized_copy where possible
The calling of trivial constructors/destructors will be optimized out at instantiation time
the unitialized_copy will be optimized into memcpy on all major standard library implementations (meaning that e.g. SSE instructions will be employed if your architecture supports it)
All in all, we see a best-in-class possible idea for a ringbuffer
What To Use
Boost has given you all the options. You can elect to make your element type a pointer to your message type. However, as you already raised in your question, this level of indirection reduces locality of reference and might not be optimal.
On the other hand, storing the complete message type in the element type could become expensive if copying is expensive. At the very least try to make the element type fit nicely into a cache line (typically 64 bytes on Intel).
So in practice you might consider storing frequently used data right there in the value, and referencing the less-of-used data using a pointer (the cost of the pointer will be low unless it's traversed).
If you need that "attachment" model, consider using a custom allocator for the referred-to data so you can achieve memory access patterns there too.
Let your profiler guide you.
[1] I suppose say for spsc acq_rel should work, but I'm a bit rusty on the details. As a rule, I make it a point not to write lock-free code myself. I recommend anyone else to follow my example :)
Related
This one's kind of an open ended design question I'm afraid.
Anyway: I have a big two-dimensional array of stuff. This array is mutable, and is accessed by a bunch of threads. For now I've just been dealing with this as a Arc<Mutex<Vec<Vec<--owned stuff-->>>>, which has been fine.
The problem is that stuff is about to grow considerably in size, and I'll want to start holding references rather than complete structures. I could do this by inverting everything and going to Vec<Vec<Arc<Mutex>>, but I feel like that would be a ton of overhead, especially because each thread would need a complete copy of the grid rather than a single Arc/Mutex.
What I want to do is have this be an array of references, but somehow communicate that the items being referenced all live long enough according to a single top-level Arc or something similar. Is that possible?
As an aside, is Vec even the correct data type for this? For the grid in particular I really want a large, fixed-size block of memory that will live for the entire length of the program once it's initialized, and has a lot of reference locality (along either dimension.) Is there something else/more specialized I should be using?
EDIT:Giving some more specifics on my code (away from home so this is rough):
What I want:
Outer scope initializes a bunch of Ts and somehow collectively ensures they live long enough (that's the hard part)
Outer scope initializes a grid :Something<Vec<Vec<&T>>> that stores references to the Ts
Outer scope creates a bunch of threads and passes grid to them
Threads dive in and out of some sort of (problable RW) lock on grid, reading the Tsand changing the &Ts in the process.
What I have:
Outer thread creates a grid: Arc<RwLock<Vector<Vector<T>>>>
Arc::clone(& grid)s are passed to individual threads
Read-heavy threads mostly share the lock and sometimes kick each other out for the writes.
The only problem with this is that the grid is storing actual Ts which might be problematically large. (Don't worry too much about the RwLock/thread exclusivity stuff, I think it's perpendicular to the question unless something about it jumps out at you.)
What I don't want to do:
Top level creates a bunch of Arc<Mutex<T>> for individual T
Top level creates a `grid : Vec<Vec<Arc<Mutex>>> and passes it to threads
The problem with that is that I worry about the size of Arc/Mutex on every grid element (I've been going up to 2000x2000 so far and may go larger). Also while the threads would lock each other out less (only if they're actually looking at the same square), they'd have to pick up and drop locks way more as they explore the array, and I think that would be worse than my current RwLock implementation.
Let me start of by your "aside" question, as I feel it's the one that can be answered:
As an aside, is Vec even the correct data type for this? For the grid in particular I really want a large, fixed-size block of memory that will live for the entire length of the program once it's initialized, and has a lot of reference locality (along either dimension.) Is there something else/more specialized I should be using?
The documenation of std::vec::Vec specifies that the layout is essentially a pointer with size information. That means that any Vec<Vec<T>> is a pointer to a densely packed array of pointers to densely packed arrays of Ts. So if block of memory means a contiguous block to you, then no, Vec<Vec<T>> cannot give that you. If that is part of your requirements, you'd have to deal with a datatype (let's call it Grid) that is basically a (pointer, n_rows, n_columns) and define for yourself if the layout should be row-first or column-first.
The next part is that if you want different threads to mutate e.g. columns/rows of your grid at the same time, Arc<Mutex<Grid>> won't cut it, but you already figured that out. You should get clarity whether you can split your problem such that each thread can only operate on rows OR columns. Remember that if any thread holds a &mut Row, no other thread must hold a &mut Column: There will be an overlapping element, and it will be very easy for you to create a data races. If you can assign a static range of of rows to a thread (e.g. thread 1 processes rows 1-3, thread 2 processes row 3-6, etc.), that should make your life considerably easier. To get into "row-wise" processing if it doesn't arise naturally from the problem, you might consider breaking it into e.g. a row-wise step, where all threads operate on rows only, and then a column-wise step, possibly repeating those.
Speculative starting point
I would suggest that your main thread holds the Grid struct which will almost inevitably be implemented with some unsafe methods, e.g. get_row(usize), get_row_mut(usize) if you can split your problem into rows/colmns or get(usize, usize) and get(usize, usize) if you can't. I cannot tell you what exactly these should return, but they might even be custom references to Grid, which:
can only be obtained when the usual borrowing rules are fulfilled (e.g. by blocking the thread until any other GridRefMut is dropped)
implement Drop such that you don't create a deadlock
Every thread holds a Arc<Grid>, and can draw cells/rows/columns for reading/mutating out of the grid as needed, while the grid itself keeps book of references being created and dropped.
The downside of this approach is that you basically implement a runtime borrow-checker yourself. It's tedious and probably error-prone. You should browse crates.io before you do that, but your problem sounds specific enough that you might not find a fitting solution, let alone one that's sufficiently documented.
I've noticed that booleans occupy a whole byte, despite only needing 1 bit. I was wondering whether we could have something like
struct smartbool{char data;}
, which would store 8 booleans at once.
I am aware that it would take more time to retrieve data, although would the tradeoff be a practical application in some scenarios?
Am I missing something about the memory usage of booleans?
Normally variables are aligned on word boundaries, memory use is balanced against efficiency of access. For one-off boolean variables it may not make sense to store them in a denser form.
If you do need a bunch of booleans you can use things like this BitSet data structure: https://docs.oracle.com/en/java/javase/12/docs/api/java.base/java/util/BitSet.html.
There is a type of database index that stores booleans efficiently:
https://en.wikipedia.org/wiki/Bitmap_index. The less space an index takes up the easier it is to keep in memory.
There are already widely used data types that support multiple booleans, they are called integers. you can store and retrieve multiple booleans in an integral type, using bitwise operations, screening out the bits you don't care about with a pattern of bits called a bitmask.
This sort of "packing" is certainly possible and sometimes useful, as a memory-saving optimization. Many languages and libraries provide a way to make it convenient, e.g. std::vector<bool> in C++ is meant to be implemented this way.
However, it should be done only when the programmer knows it will happen and specifically wants it. There is a tradeoff in speed: if bits are used, then setting / clearing / testing a specific bool requires first computing a mask with an appropriate shift, and setting or clearing it now requires a read-modify-write instead of just a write.
And there is a more serious issue in multithreaded programs. Languages like C++ promise that different threads can freely modify different objects, including different elements of the same array, without needing synchronization or causing a data race. For instance, if we have
bool a, b; // not atomic
void thread1() { /* reads and writes a */ }
void thread2() { /* reads and writes b */ }
then this is supposed to work fine. But if the compiler made a and b two different bits in the same byte, concurrent accesses to them would be a data race on that byte, and could cause incorrect behavior (e.g. if the read-modify-writes being done by the two threads were interleaved). The only way to make it safe would be to require that both threads use atomic operations for all their accesses, which are typically many times slower. And if the compiler could freely pack bools in this way, then every operation on a potentially shared bool would have to be made atomic, throughout the entire program. That would be prohibitively expensive.
So this is fine if the programmer wants to pack bools to save memory, is willing to take the hit to speed, and can guarantee that they won't be accessed concurrently. But they should be aware that it's happening, and have control over whether it does.
(Indeed, some people feel that having C++ provide this with vector<bool> was a mistake, since programmers have to know that it is a special exception to the otherwise general rule that vector<T> behaves like an array of T, and different elements of the vector can safely be accessed concurrently. Perhaps they should have left vector<bool> to work in the naive way, and given a different name to the packed version, similar to std::bitset.)
I'm currently writing my own graphics framework for DirectX12 (I've already written several DirectX 11 frameworks for personal game engines), and I'm currently trying to copy the methods used in the recent Hitman game for resource binding.
I'm confused about the best way to handle per-object resource binding for the SRV/CBV/UAV heap. I've watched several GDC presentations, and they all seem to gloss over this.
Only 1 SRV/CBV/UAV heap can be bound at a time, and switching the currently-bound heap in the middle of a command list can be bad for performance on some hardware by forcing a flush. Because of this, what is the best way to handle updating the heap with new descriptors? To me, it seems like each command list would:
Get a hold of a SRV/CBV/UAV heap for itself.
For each object in a subset of objects, create descriptors on the heap pointing to per-object data that was placed into a separate upload heap.
Afterwards, another command list takes this filled descriptor heap and binds it, then issues draw calls mixed with SetGraphicsRootDescriptorTable in order to move through the current descriptor heap.
This being said, several sources online (including another SO post) suggest using one large SRV/CBV/UAV heap and copying into it using CPU-visible heaps. I'm assuming they're not attempting to use the asynchronous CopyDescriptors, but rather CopyBufferRegion. I tried using CopyBufferRegion to update data per-object, but to me this seems under-performant with so many transitions between D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER and D3D12_RESOURCE_STATE_COPY_DEST. Am I misunderstanding something? Any clarity would be appreciated.
CopyDescriptors is not asynchronous, it is a CPU operation that is immediate on the CPU. It can happen anytime before a command list is executed for volatile descriptor ( after the command list operation using it is recorded ), or have to be ready at the usage for static descriptor ( root signature 1.1 ).
The usual approach is to have a large descriptor heap, keep a portion for static descriptors, then use the rest as a ring buffer, allocating descriptor table offset on demand to copy and use the needed descriptor for any draw/compute operation.
CopyBufferRegion has nothing to do here, remember that mapping buffers is also an immediate operation, so you also ring buffer a big chunk of memory for your per objet constant buffers, and you cycle into it. The only thing is that you need to make sure you do not overwrite memory or descriptor while they may still be in use, so you have to fence to prevent the case.
I'm writing a package which makes heavy use of buffers internally for temporary storage. I have a single global (but not exported) byte slice which I start with 1024 elements and grow by doubling as needed.
However, it's very possible that a user of my package would use it in such a way that caused a large buffer to be allocated, but then stop using the package, thus wasting a large amount of allocated heap space, and I would have no way of knowing whether to free the buffer (or, since this is Go, let it be GC'd).
I've thought of three possible solutions, none of which is ideal. My question is: are any of these solutions, or maybe ones I haven't thought of, standard practice in situations like this? Is there any standard practice? Any other ideas?
Screw it.
Oh well. It's too hard to deal with this, and leaving allocated memory lying around isn't so bad.
The problem with this approach is obvious: it doesn't solve the problem.
Exported "I'm done" or "Shrink internal memory usage" function.
Export a function which the user can call (and calling it intelligently is obviously up to them) which will free the internal storage used by the package.
The problem with this approach is twofold. First, it makes for a more complex, less clean interface to the user. Second, it may not be possible or practical for the user to know when calling such a function is wise, so it may be useless anyway.
Run a goroutine which frees the buffer after a certain period of the package going unused, or which shrinks the buffer (perhaps halving the length) whenever its size hasn't been increased in a while.
The problem with this approach is primarily that it puts unnecessary strain on the scheduler. Obviously a single goroutine isn't so bad, but if this were accepted practice, it wouldn't scale well if every package you imported were doing this under the hood. Also, if you have a time-sensitive application, you may not want code running when you're not aware of it (that is, you may assume that the package isn't doing any work when its functions are not being called - a reasonable assumption, I'd say).
So... any ideas?
NOTE: You can see the existing project here (the relevant code is only a few tens of lines).
A common approach to this is letting the client pass an existing []byte (or whatever) as an argument to some call/function/method. For example:
// The returned slice may be a sub-slice of dst if dst was large enough
// to hold the entire encoded block. Otherwise, a newly allocated slice
// will be returned. It is valid to pass a nil dst.
func Foo(dst []byte, whatever Bar) (ret []byte, err error)
(Example)
Another approach is to get a new []byte from a, for example cache and/or for example pool (if you prefer the later name for that concept) and rely on clients to return used buffers to such "recycle-bin".
BTW: You're doing it right by thinking about this. Where it's possible to reasonably reuse []byte buffers, there's a potential for lowering the GC load and thus making your program better performing. Sometimes the difference can be critical.
You could reslice your buffer at the end of every operation.
buffer = buffer[:0]
Then your function extendAndSliceBuffer would have the original backing array most likely available if it needs to grow. If not, you would suffer a new allocation, which you might get anyway when you do extendAndSliceBuffer.
Overall, I think a cleaner solution is to do like #jnml said and let the users pass their own buffer if they care about performance. If they don't care about performance, then you should not use a global var and simply allocate the buffer as you need and let it go when it gets out of scope.
I have a single global (but not exported) byte slice which I start
with 1024 elements and grow by doubling as needed.
And there's your problem. You shouldn't have a global like this in your package.
Generally the best approach is to have an exported struct with attached functions. The buffer should reside in this struct unexported. That way the user can instantiate it and let the garbage collector clean it up when they let go of it.
You also want to avoid requiring globals like this as it can hamper unit tests. A unit test should be able to instantiate the exported struct, as the user can, and do it each time for every test.
Also depending on what kind of buffer you need, bytes.Buffer may be useful as it already provides io.Reader and io.Writer functions. bytes.Buffer also automatically grows and shrinks its buffer. In buffer.go you'll see various calls to b.Truncate(0) that does the shrinking with the comment "reset to recover space".
It's generally really really bad form to write Go code that is not thread-safe. If two different goroutines call functions that modify the buffer at the same time, who knows what state the buffer will be in when they finish? Just let the user provide a scratch-space buffer if they decide that the allocation performance is a bottleneck.
GCC offers a nice set of built-in functions for atomic operations. And being on MacOS or iOS, even Apple offers a nice set of atomic functions. However, all these functions perform an operation, e.g. an addition/subtraction, a logical operation (AND/OR/XOR) or a compare-and-set/compare-and-swap. What I am looking for is a way to atomically assign/read an int value, like:
int a;
/* ... */
a = someVariable;
That's all. a will be read by another thread and it is only important that a either has its old value or its new value. Unfortunately the C standard does not guarantee that assigning or reading a value is an atomic operation. I remember that I once read somewhere, that writing or reading a value to a variable of type int is guaranteed to be atomic in GCC (regardless the size of int) but I searched everywhere on the GCC homepage and I cannot find this statement any longer (maybe it was removed).
I cannot use sig_atomic_t because sig_atomic_t has no guaranteed size and it might also have a different size than int.
Since only one thread will ever "write" a value to a, while both threads will "read" the current value of a, I don't need to perform the operations themselves in an atomic manner, e.g.:
/* thread 1 */
someVariable = atomicRead(a);
/* Do something with someVariable, non-atomic, when done */
atomicWrite(a, someVariable);
/* thread 2 */
someVariable = atomicRead(a);
/* Do something with someVariable, but never write to a */
If both threads were going to write to a, then all operations would have to be atomic, but that way, this may only waste CPU time; and we are extremely low on CPU resources in our project. So far we use a mutex around read/write operations of a and even though the mutex is held for such a tiny amount of time, this already causes problems (one of the threads is a realtime thread and blocking on a mutex causes it to fail its realtime constraints, which is pretty bad).
Of course I could use a __sync_fetch_and_add to read the variable (and simply add "0" to it, to not modify its value) and for writing use a __sync_val_compare_and_swap for writing it (as I know its old value, so passing that in will make sure the value is always exchanged), but won't this add unnecessary overhead?
A __sync_fetch_and_add with a 0 argument is indeed the best bet if you want your load to be atomic and act as a memory barrier. Similarly, you can use an and with 0 or an or with -1 to store 0 and -1 atomically with a memory barrier. For writing, you can use __sync_test_and_set (actually an xchg operation) if an "acquire" barrier is enough, or if using Clang you can use __sync_swap (which is an xchg operation with a full barrier).
However, in many cases that's overkill and you may prefer to add memory barriers manually. If you do not want the memory barrier, you can use a volatile load to atomically read/write a variable that is aligned and no wider than a word:
#define __sync_access(x) (*(volatile __typeof__(x) *) &(x))
(This macro is an lvalue, so you can also use it for a store like __sync_store(x) = 0). The function implements the same semantics as the C++11 memory_order_consume form, but only under two assumptions:
that your machine has coherent caches; if not, you need a memory barrier or global cache flush before the load (or before the first of a group of load).
that your machine is not a DEC Alpha. The Alpha had very relaxed semantics for reordering memory accesses, so on it you'd need a memory barrier after the load (and after each load in a group of loads). On the Alpha the above macro only provides memory_order_relaxed semantics. BTW, the first versions of the Alpha couldn't even store a byte atomically (only a word, which was 8 bytes).
In either case, the __sync_fetch_and_add would work. As far as I know, no other machine imitated the Alpha so neither assumption should pose problems on current computers.
Volatile, aligned, word sized reads/writes are atomic on most platforms. Checking your assembly would be the best way to find out if this is true on your platform. Atomic registers cannot produce nearly as many interesting wait free structures as the more complicated mechanisms like compare and swap, which is why they are included.
See http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.56.5659&rank=3 for the theory.
Regarding synch_fetch_and_add with a 0 argument - This seems like the safest bet. If you're worried about efficiency, profile the code and see if you're meeting your performance targets. You may be falling victim to premature optimization.