Ejemplo n.º 1
0
 /// <summary>
 /// Create one with memory counters in bytes
 /// </summary>
 public static ProcessMemoryCounters CreateFromBytes(
     ulong peakVirtualMemoryUsage,
     ulong peakWorkingSet,
     ulong peakCommitUsage)
 {
     return(new ProcessMemoryCounters(
                (int)ByteSizeFormatter.ToMegabytes(peakVirtualMemoryUsage),
                (int)ByteSizeFormatter.ToMegabytes(peakWorkingSet),
                (int)ByteSizeFormatter.ToMegabytes(peakCommitUsage)));
 }
Ejemplo n.º 2
0
 /// <summary>
 /// Create one with memory counters in bytes
 /// </summary>
 public static ProcessMemoryCounters CreateFromBytes(
     ulong peakWorkingSet,
     ulong averageWorkingSet,
     ulong peakCommitSize,
     ulong averageCommitSize)
 {
     return(new ProcessMemoryCounters(
                (int)ByteSizeFormatter.ToMegabytes(peakWorkingSet),
                (int)ByteSizeFormatter.ToMegabytes(averageWorkingSet),
                (int)ByteSizeFormatter.ToMegabytes(peakCommitSize),
                (int)ByteSizeFormatter.ToMegabytes(averageCommitSize)));
 }
        /// <summary>
        /// Construct a new runtime data based on collected performance data
        /// </summary>
        public ProcessPipHistoricPerfData(ProcessPipExecutionPerformance executionPerformance)
        {
            Contract.Requires(executionPerformance.ExecutionLevel == PipExecutionLevel.Executed);

            m_entryTimeToLive = DefaultTimeToLive;
            // Deduct the suspended duration from the process execution time.
            DurationInMs = (uint)Math.Min(uint.MaxValue, Math.Max(1, executionPerformance.ProcessExecutionTime.TotalMilliseconds - executionPerformance.SuspendedDurationMs));
            // For historical ram usage, we record the peak working set instead of the virtual memory due to the precision.
            MemoryCounters       = executionPerformance.MemoryCounters;
            DiskIOInMB           = (uint)Math.Min(uint.MaxValue, ByteSizeFormatter.ToMegabytes(executionPerformance.IO.GetAggregateIO().TransferCount));
            ProcessorsInPercents = executionPerformance.ProcessorsInPercents;
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Choose a worker based on setup cost
        /// </summary>
        private Worker ChooseWorker(RunnablePip runnablePip, WorkerSetupCost[] workerSetupCosts, out WorkerResource?limitingResource)
        {
            if (MustRunOnMaster(runnablePip))
            {
                // This is shortcut for the single-machine builds and distributed workers.
                return(LocalWorker.TryAcquire(runnablePip, out limitingResource, loadFactor: MaxLoadFactor) ? LocalWorker : null);
            }

            ResetStatus();

            var pendingWorkerSelectionPipCount = PipQueue.GetNumQueuedByKind(DispatcherKind.ChooseWorkerCpu);

            bool loadBalanceWorkers = false;

            if (runnablePip.PipType == PipType.Process)
            {
                if (pendingWorkerSelectionPipCount + m_totalAcquiredProcessSlots < (m_totalProcessSlots / 2))
                {
                    // When there is a limited amount of work (less than half the total capacity of
                    // the all the workers). We load balance so that each worker gets
                    // its share of the work and the work can complete faster
                    loadBalanceWorkers = true;
                }
            }

            long setupCostForBestWorker = workerSetupCosts[0].SetupBytes;

            limitingResource = null;
            foreach (var loadFactor in m_workerBalancedLoadFactors)
            {
                if (!loadBalanceWorkers && loadFactor < 1)
                {
                    // Not load balancing so allow worker to be filled to capacity at least
                    continue;
                }

                for (int i = 0; i < workerSetupCosts.Length; i++)
                {
                    var worker = workerSetupCosts[i].Worker;
                    if (worker.TryAcquire(runnablePip, out limitingResource, loadFactor: loadFactor))
                    {
                        runnablePip.Performance.SetInputMaterializationCost(ByteSizeFormatter.ToMegabytes((ulong)setupCostForBestWorker), ByteSizeFormatter.ToMegabytes((ulong)workerSetupCosts[i].SetupBytes));
                        return(worker);
                    }
                }
            }

            return(null);
        }
Ejemplo n.º 5
0
        /// <summary>
        /// Choose a worker based on setup cost
        /// </summary>
        private Worker ChooseWorker(RunnablePip runnablePip, WorkerSetupCost[] workerSetupCosts, out WorkerResource?limitingResource)
        {
            if (MustRunOnMaster(runnablePip))
            {
                // This is shortcut for the single-machine builds and distributed workers.
                return(LocalWorker.TryAcquire(runnablePip, out limitingResource, loadFactor: MaxLoadFactor) ? LocalWorker : null);
            }

            ResetStatus();

            var pendingWorkerSelectionPipCount = PipQueue.GetNumQueuedByKind(DispatcherKind.ChooseWorkerCpu) + PipQueue.GetNumRunningByKind(DispatcherKind.ChooseWorkerCpu);

            bool loadBalanceWorkers = false;

            if (runnablePip.PipType == PipType.Process)
            {
                if (pendingWorkerSelectionPipCount + m_totalAcquiredProcessSlots < (m_totalProcessSlots / 2))
                {
                    // When there is a limited amount of work (less than half the total capacity of
                    // the all the workers). We load balance so that each worker gets
                    // its share of the work and the work can complete faster
                    loadBalanceWorkers = true;
                }
            }

            double?disableLoadBalanceMultiplier = EngineEnvironmentSettings.DisableLoadBalanceMultiplier;

            // Disable load-balance if there is a multiplier specified including 0.
            loadBalanceWorkers &= !disableLoadBalanceMultiplier.HasValue;

            long setupCostForBestWorker = workerSetupCosts[0].SetupBytes;

            limitingResource = null;
            foreach (var loadFactor in m_workerBalancedLoadFactors)
            {
                if (!loadBalanceWorkers && loadFactor < 1)
                {
                    // Not load balancing so allow worker to be filled to capacity at least
                    continue;
                }

                for (int i = 0; i < workerSetupCosts.Length; i++)
                {
                    var worker = workerSetupCosts[i].Worker;
                    if (worker.TryAcquire(runnablePip, out limitingResource, loadFactor: loadFactor))
                    {
                        runnablePip.Performance.SetInputMaterializationCost(ByteSizeFormatter.ToMegabytes((ulong)setupCostForBestWorker), ByteSizeFormatter.ToMegabytes((ulong)workerSetupCosts[i].SetupBytes));
                        return(worker);
                    }

                    // If the worker is not chosen due to the lack of process slots,
                    // do not try the next worker immediately if 'BuildXLDisableLoadBalanceMultiplier' is specified.
                    // We first check whether the number of pips waiting for a worker is less than the total slots times with the multiplier.
                    // For example, if the multiplier is 1 and totalWorkerSlots is 100, then we do not try the next worker
                    // if there are less than 100 pips waiting for a worker.
                    // For Cosine builds, executing pips on a new worker is expensive due to the input materialization.
                    // It is usually faster to wait for the busy worker to be available compared to trying on another worker.
                    if (limitingResource == WorkerResource.AvailableProcessSlots &&
                        disableLoadBalanceMultiplier.HasValue &&
                        pendingWorkerSelectionPipCount < (worker.TotalProcessSlots * disableLoadBalanceMultiplier.Value))
                    {
                        limitingResource = WorkerResource.DisableLoadBalance;
                        return(null);
                    }
                }
            }

            return(null);
        }