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Increase slice time for longer running CCs.
If a CC takes too long (around 50 slices) or gets interrupted by a GC, we have to finish it synchronously, which can cause a big pause. This patch tries to avoid that by eagerly increasing the slice budget the longer a CC goes on. It linearly increases the slice time from 5ms to 40ms as we approach the halfway point of a CC (1 second), matching GC pauses, and then leaves it at 40ms.
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1 changed files with 14 additions and 3 deletions
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@ -1355,9 +1355,20 @@ nsJSContext::RunCycleCollectorSlice()
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TimeStamp now = TimeStamp::Now();
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// Only run a limited slice if we're within the max running time.
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if (TimeBetween(gCCStats.mBeginTime, now) < kMaxICCDuration) {
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float sliceMultiplier = std::max(TimeBetween(gCCStats.mEndSliceTime, now) / (float)kICCIntersliceDelay, 1.0f);
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budget = js::SliceBudget(js::TimeBudget(kICCSliceBudget * sliceMultiplier));
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uint32_t runningTime = TimeBetween(gCCStats.mBeginTime, now);
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if (runningTime < kMaxICCDuration) {
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// Try to make up for a delay in running this slice.
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float sliceDelayMultiplier = TimeBetween(gCCStats.mEndSliceTime, now) / (float)kICCIntersliceDelay;
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float delaySliceBudget = kICCSliceBudget * sliceDelayMultiplier;
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// Increase slice budgets up to |maxLaterSlice| as we approach
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// half way through the ICC, to avoid large sync CCs.
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float percentToHalfDone = std::min(2.0f * runningTime / kMaxICCDuration, 1.0f);
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const float maxLaterSlice = 40.0f;
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float laterSliceBudget = maxLaterSlice * percentToHalfDone;
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budget = js::SliceBudget(js::TimeBudget(std::max({delaySliceBudget,
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laterSliceBudget, (float)kICCSliceBudget})));
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}
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}
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}
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