third_party/blink/renderer/platform/wtf/Allocator.md
This document gives a high-level overview of the memory management in Blink.
[TOC]
Blink objects are allocated by one of the following four memory allocators.
Oilpan is a garbage collection system in Blink. The lifetime of objects allocated by Oilpan is automatically managed. The following objects are allocated by Oilpan:
Objects that inherit from GarbageCollected<T>.
HeapVector<T>, HeapHashSet<T>, HeapHashMap<T, U> etc
The implementation is in platform/heap/. See BlinkGCAPIReference.md to learn the design.
PartitionAlloc is Chrome's default memory allocator. It's highly optimized for performance and security.
When you simply call new or malloc PartitionAlloc will be used, unless
specific gn args
are specified.
The implementation is in /base/allocator/partition_allocator. See PartitionAlloc.md to learn the design.
USING_FAST_MALLOCBefore PartitionAlloc become the default, USING_FAST_MALLOC had been used to
specify the allocator to be PartitionAlloc instead of malloc for an object.
Now USING_FAST_MALLOC only makes a difference when PartitionAlloc is disabled
in the build or *Scan is enabled for blink.
For now USING_FAST_MALLOC is still preferred for non-GC blink objects that
allow new.
Discardable memory is a memory allocator that automatically discards (not-locked) objects under memory pressure. Currently SharedBuffers (which are mainly used as backing storage of Resource objects) are the only user of the discardable memory.
The implementation is in src/base/memory/discardable_memory.*. See this document to learn the design.
In summary, Blink objects (except several special objects) should be allocated using Oilpan or PartitionAlloc. malloc is discouraged.
The following is a basic rule to determine which of Oilpan or PartitionAlloc you should use when allocating a new object:
class X : public GarbageCollected<X> {
...;
};
void func() {
X* x = new X; // This is allocated by Oilpan.
}
class X {
USING_FAST_MALLOC(X);
...;
};
void func() {
scoped_refptr<X> x = adoptRefPtr(new X); // This is allocated by PartitionAlloc.
}
It is not a good idea to unnecessarily increase the number of objects managed by Oilpan. Although Oilpan implements an efficient GC, the more objects you allocate on Oilpan, the more pressure you put on Oilpan, leading to a longer pause time.
Here is a guideline for when you ought to allocate an object using Oilpan, and when you probably shouldn't:
Use Oilpan for all script exposed objects (i.e., derives from ScriptWrappable).
Use Oilpan if managing its lifetime is usually simpler with Oilpan. But see the next bullet.
If the allocation rate of the object is very high, that may put unnecessary strain on the Oilpan's GC infrastructure as a whole. If so and the object can be allocated not using Oilpan without creating cyclic references or complex lifetime handling, then use PartitionAlloc. For example, we allocate Strings and LayoutObjects on PartitionAlloc.
For objects that don't need an operator new, you need to use either of the following macros:
class X {
STACK_ALLOCATED();
...;
};
void func() {
X x; // This is allowed.
X* x2 = new X; // This is forbidden.
}
class X {
DISALLOW_NEW();
...;
};
class Y {
USING_FAST_MALLOC(Y);
X x_; // This is allowed.
Vector<X> vector_; // This is allowed.
};
void func() {
X x; // This is allowed.
X* x = new X; // This is forbidden.
}
Note that these macros are inherited. See a comment in wtf/allocator.h for more details about the relationship between the macros and Oilpan.
If you have any question, ask [email protected].