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lua interop #626
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lua interop #626
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Currently, Tilemaker uses member functions for interop: ```lua function node_function(node) node:Layer(...) ``` This PR changes Tilemaker to use global functions: ```lua function node_function() Layer(...) ``` The chief rationale is performance. Every member function call needs to push an extra pointer onto the stack when crossing the Lua/C++ boundary. Kaguya serializes this pointer as a Lua userdata. That means every call into Lua has to malloc some memory, and every call back from Lua has to dereference through this pointer. And there are a lot of calls! For OMT on the GB extract, I counted ~1.4B calls from Lua into C++. A secondary rationale is that a global function is a bit more honest. A user might believe that this is currently permissible: ```lua last_node = nil function node_function(node) if last_node ~= nil -- do something with last_node end -- save the current node for later, for some reason last_node = node ``` But in reality, the OSM objects we pass into Lua don't behave quite like Lua objects. They're backed by OsmLuaProcessing, who will move on, invalidating whatever the user thinks they've got a reference to. This PR has a noticeable decrease in reading time for me, measured on the OMT profile for GB, on a 16-core computer: Before: ``` real 1m28.230s user 19m30.281s sys 0m29.610s ``` After: ``` real 1m21.728s user 17m27.150s sys 0m32.668s ``` The tradeoffs: - anyone with a custom Lua profile will need to update it, although the changes are fairly mechanical - Tilemaker now reserves several functions in the global namespace, causing the potential for conflicts
Cherry-picked from systemed@b322166, systemed@5c807a9, systemed@13b3465 and fixed up to work with protozero's data_view structure. Original commit messages below, the timings will vary but the idea is the same: Faster tagmap ===== Building a std::map for tags is somewhat expensive, especially when we know that the number of tags is usually quite small. Instead, use a custom structure that does a crappy-but-fast hash to put the keys/values in one of 16 buckets, then linear search the bucket. For GB, before: ``` real 1m11.507s user 16m49.604s sys 0m17.381s ``` After: ``` real 1m9.557s user 16m28.826s sys 0m17.937s ``` Saving 2 seconds of wall clock and 20 seconds of user time doesn't seem like much, but (a) it's not nothing and (b) having the tags in this format will enable us to thwart some of Lua's defensive copies in a subsequent commit. A note about the hash function: hashing each letter of the string using boost::hash_combine eliminated the time savings. Faster Find()/Holds() ===== We (ab?)use kaguya's parameter serialization machinery. Rather than take a `std::string`, we take a `KnownTagKey` and teach Lua how to convert a Lua string into a `KnownTagKey`. This avoids the need to do a defensive copy of the string when coming from Lua. It provides a modest boost: ``` real 1m8.859s user 16m13.292s sys 0m18.104s ``` Most keys are short enough to fit in the small-string optimization, so this doesn't help us avoid mallocs. An exception is `addr:housenumber`, which, at 16 bytes, exceeds g++'s limit of 15 bytes. It should be possible to also apply a similar trick to the `Attribute(...)` functions, to avoid defensive copies of strings that we've seen as keys or values. avoid malloc for Attribute with long strings ===== After: ``` real 1m8.124s user 16m6.620s sys 0m16.808s ``` Looks like we're solidly into diminishing returns at this point.
On a 48-core machine, I still see lots of lock contention. AttributeStore:add is one place. Add a thread-local cache that can be consulted without taking the shared lock. The intuition here is that there are 1.3B objects, and 40M attribute sets. Thus, on average, an attribute set is reused 32 times. However, average is probably misleading -- the distribution is likely not uniform, e.g. the median attribute set is probably reused 1-2 times, and some exceptional attribute sets (e.g. `natural=tree` are reused thousands of times). For GB on a 16-core machine, this avoids 27M of 36M locks.
On a 48-core machine, this phase currently achieves only 400% CPU usage, I think due to these locks
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This was referenced Jan 8, 2024
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Merged into v3 branch: e768595 |
cldellow
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When I replaced systemed#604 with systemed#626, I botched extracting this part of the code. I had the trait, which taught kaguya how to serialize `PossiblyKnownTagValue`, but I missed updating the parameter type of `Attribute` to actually use it, so it was a no-op. This PR restores the behaviour of avoiding string copies, but now that we have protozero's data_view class, we can use that rather than our own weirdo struct.
cldellow
added a commit
to cldellow/tilemaker
that referenced
this pull request
Jan 12, 2024
When I replaced systemed#604 with systemed#626, I botched extracting this part of the code. I had the trait, which taught kaguya how to serialize `PossiblyKnownTagValue`, but I missed updating the parameter type of `Attribute` to actually use it, so it was a no-op. This PR restores the behaviour of avoiding string copies, but now that we have protozero's data_view class, we can use that rather than our own weirdo struct.
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Replaces #604
This PR reduces overhead when calling between Lua and C++:
Find()
vsway:Find()
string
as arguments when callingFind()
orHolds()
Also some non-Lua related improvements to reduce lock contention on machines with many cores