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Optimizations for large builds #37
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On a snapshot of editor build: --stop: 4.8s (5834.4MB alloc), --analyze: 9.9s (7261.7MB alloc).
…ing and name deduplication happens during --stop, not during --analyze. On a snapshot of unity editor build: --stop: 4.8s 5834MB -> 9.5s 7260MB --analyze: 9.9s 7262MB -> 4.5s 1270MB data file: 1.01GB -> 268MB
…of memory too: On a snapshot of unity editor build: --stop: 9.5s 7260MB -> 9.5s 6968MB --analyze: 4.5s 1270MB (unchanged) data file: 268MB (unchanged)
On a snapshot of unity editor build: --stop: 9.5s 6968MB -> 9.3s 6975MB
…tell_hash_map (https://probablydance.com/2018/05/28/a-new-fast-hash-table-in-response-to-googles-new-fast-hash-table/) On a snapshot of unity editor build: --stop: 9.3s 6975MB -> 8.2s 6984MB
On a snapshot of unity editor build: --stop: 8.2s 6984MB -> 7.8s 6071MB
On a snapshot of unity editor build: --stop: 7.8s 6071MB -> 6.5s 6071MB
On a snapshot of unity editor build: --analyze: 4.5s 1270MB -> 3.4s 1519MB
On a snapshot of unity editor build: --analyze: 3.4s 1519MB -> 3.3s 1437MB
ben-craig
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Mar 1, 2020
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aras-p doesn't optimize runtime code.
aras-p doesn't optimize build throughput.
aras-p optimizes the build throughput profiler.
I'm now expecting performance patches for whatever perf visualizer you use.
…ry usage on large codebases is a problem, and is not thread safe either. On a snapshot of unity editor build: --stop: 6.5s 6071MB -> 7.0s 493MB --analyze: 3.3s 1437MB -> 4.7s 779MB
…hash function. On a snapshot of unity editor build: --stop: 7.0s 493MB -> 5.4s 466MB; BuildEventsParser::NameToIndex 1.47s -> 960ms
…g analysis. On a snapshot of unity editor build: --stop: 5.4s 466MB -> 5.4s 342MB --analyze: 4.7s 779MB -> 4.1s 750MB
On a snapshot of unity editor build: --stop: 5.4s 342MB -> 5.1s 477MB
On a snapshot of unity editor build (MacBookPro 2018, 6c/12t): --stop: 5.1s -> 2.4s
…dly loading wrong files
…alyze On a snapshot of unity editor build: --stop: 2.4s -> 2.3s, 368MB --analyze: 4.4s 750MB -> 4.4s, 673MB
On a snapshot of unity editor build: --stop: 2.3s 368MB -> 2.4s, 348MB --analyze: 4.4s 673MB -> 3.6s 641MB
On a snapshot of unity editor build: --stop: unchanged at 2.4s 348MB --analyze: 3.6s 641MB -> 2.9s 578MB
…psedTemplateOpt), only actually process templated functions. This makes it faster (skips over many more functions without attempting to collapse the template name), and also "fixes" output where function sets are actual sets and not random slow individual functions. On a snapshot of unity editor build: --stop: unchanged at 2.4s 348MB --analyze: 2.9s 578MB -> 2.7s 505MB
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Redo how the data is gathered & stored to better scale for large builds (ref #10, #30).
TLDR: 3x faster, 15x lower memory usage, 4x smaller file size.
Previously,
--stop
was just smashing all input JSON files together, and--analyze
was parsing that huge JSON file, and performing the analysis. The memory allocator used was a simple "bump a pointer, never free" allocator. On a decent size project (e.g. Unity editor build), that was taking 4.8sec / 5.8GB for stop, and 9.9sec / 7.3GB for analyze (so total 14.7sec, and max 7.3GB memory usage). The resulting file was 1.01GB size.Now:
--stop
step into the build events data structures (which includes string/name deduplication), and as a result just store the binary data structure file.--analyze
reads that binary file and does no JSON parsing at all now.--stop
part that parses all the JSON files, using enkiTS task scheduler.sajson
JSON parser with simdjson.On the same Unity editor build: 2.4sec / 0.35GB for stop, and 2.7sec / 0.51GB for analyze (so total 5.1sec, and max 0.5GB memory usage). The resulting file is 280MB size.
However the data files produced by
--stop
and used by--analyze
are no longer compatible with previous versions (previous were just JSON, now custom binary).