On 11/03/2012 09:04 AM, Matteo Bruni wrote:
2012/11/2 Steaphan Greenesteaphan@gmail.com:
Running a game in wine showed it performing terribly. I traced this to the fact that it allocates and deallocates tiny memory chunks over and over (I suspect it's in C++ and passing things by value everywhere). This led to huge stalls because the heap bins weren't fine-grained enough (these differed in size in steps of 8 bytes, but the bins differed by 16+, so it spent a lot of time searching each bin for a bigger block). I added more fine-grained sizes to the smaller end of this, and now it runs faster in wine than it does natively. :)
This was run on Debian squeeze, amd64.
Note, this is my first submission to wine in nearly 15 years. So, of course, everything has changed with how this works now. Hope I have this all right.
dlls/ntdll/heap.c | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-)
diff --git a/dlls/ntdll/heap.c b/dlls/ntdll/heap.c index a9044714..eb7406b 100644 --- a/dlls/ntdll/heap.c +++ b/dlls/ntdll/heap.c @@ -116,7 +116,9 @@ C_ASSERT( sizeof(ARENA_LARGE) % LARGE_ALIGNMENT == 0 ); /* Max size of the blocks on the free lists */ static const SIZE_T HEAP_freeListSizes[] = {
- 0x10, 0x20, 0x30, 0x40, 0x60, 0x80, 0x100, 0x200, 0x400, 0x1000, ~0UL
- 0x10, 0x18, 0x20, 0x28, 0x30, 0x38, 0x40, 0x48, 0x50, 0x58, 0x60, 0x68,
- 0x70, 0x78, 0x80, 0x88, 0x90, 0x98, 0xA0, 0xA8, 0xB0, 0xB8, 0xC0, 0xC8,
- 0xD0, 0xD8, 0xE0, 0E88, 0xF0, 0xF8, 0x100, 0x200, 0x400, 0x1000, ~0UL }; #define HEAP_NB_FREE_LISTS (sizeof(HEAP_freeListSizes)/sizeof(HEAP_freeListSizes[0]))
That 0E88 looks quite wrong ;)
Apart from that, although I'm not an expert for this code, this patch looks reasonable to me. Maybe we don't want so many free lists, but I don't see big downsides for that (e.g. the linear search can be replaced by a binary search, if need be). Maybe adding a smaller list at the start (e.g. 0x8) makes sense too?
Yep, that's a typo. Don't know how that got past me. Sorry. Should I resend a corrected version?
0x08 was left off because these values include the overhead of the arena info, so the smallest requested size of 8 actually searches for larger than 8 (12, I think).
I did try with fewer (every 16 instead of every 8), and, though it was still a dramatic improvement, it was still slow.