It is locking that makes the difference!
There are two issues to be aware of:
- Use of the
LOCK
prefix by the Delphi itself (System.dcu);
- How does FastMM4 handles thread contention and what it does after it failed to acquire a lock.
Use of the LOCK
prefix by the Delphi itself
Borland Delphi 5, released in 1999, was the one that introduced the lock
prefix in string operations. As you know, when you assign one string to another, it does not copy the whole string but merely increases the reference counter inside the string. If you modify the string, it is de-references, decreasing the reference counter and allocating separate space for the modified string.
In Delphi 4 and earlier, the operations to increase and decrease the reference counter were normal memory operations. The programmers that have used Delphi knew about and, and, if they were using strings across threads, i.e. pass a string from one thread to another, have used their own locking mechanism only for the relevant strings. Programmers did also use read-only string copy that did not modify in any way the source string and did not require locking, for example:
function AssignStringThreadSafe(const Src: string): string;
var
L: Integer;
begin
L := Length(Src);
if L <= 0 then Result := '' else
begin
SetString(Result, nil, L);
Move(PChar(Src)^, PChar(Result)^, L*SizeOf(Src[1]));
end;
end;
But in Delphi 5, Borland have added the LOCK
prefix to the string operations and they became very slow, compared to Delphi 4, even for single-threaded applications.
To overcome this slowness, programmers became to use "single threaded" SYSTEM.PAS patch files with lock's commented.
Please see https://synopse.info/forum/viewtopic.php?id=57&p=1 for more information.
FastMM4 Thread Contention
You can modify FastMM4 source code for a better locking mechanism, or use any existing FastMM4 fork, for example https://github.com/maximmasiutin/FastMM4
FastMM4 is not the fastest one for multicore operation, especially when the number of threads is more than the number of physical sockets is because it, by default, on thread contention (i.e. when one thread cannot acquire access to data, locked by another thread) calls Windows API function Sleep(0), and then, if the lock is still not available enters a loop by calling Sleep(1) after each check of the lock.
Each call to Sleep(0) experiences the expensive cost of a context switch, which can be 10000+ cycles; it also suffers the cost of ring 3 to ring 0 transitions, which can be 1000+ cycles. As about Sleep(1) – besides the costs associated with Sleep(0) – it also delays execution by at least 1 millisecond, ceding control to other threads, and, if there are no threads waiting to be executed by a physical CPU core, puts the core into sleep, effectively reducing CPU usage and power consumption.
That’s why, on multithreded wotk with FastMM, CPU use never reached 100% - because of the Sleep(1) issued by FastMM4. This way of acquiring locks is not optimal. A better way would have been a spin-lock of about 5000 pause
instructions, and, if the lock was still busy, calling SwitchToThread() API call. If pause
is not available (on very old processors with no SSE2 support) or SwitchToThread() API call was not available (on very old Windows versions, prior to Windows 2000), the best solution would be to utilize EnterCriticalSection/LeaveCriticalSection, that don’t have latency associated by Sleep(1), and which also very effectively cedes control of the CPU core to other threads.
The fork that I've mentioned uses a new approach to waiting for a lock, recommended by Intel in its Optimization Manual for developers - a spinloop of pause
+ SwitchToThread(), and, if any of these are not available: CriticalSections instead of Sleep(). With these options, the Sleep() will never be used but EnterCriticalSection/LeaveCriticalSection will be used instead. Testing has shown that the approach of using CriticalSections instead of Sleep (which was used by default before in FastMM4) provides significant gain in situations when the number of threads working with the memory manager is the same or higher than the number of physical cores. The gain is even more evident on computers with multiple physical CPUs and Non-Uniform Memory Access (NUMA). I have implemented compile-time options to take away the original FastMM4 approach of using Sleep(InitialSleepTime) and then Sleep(AdditionalSleepTime) (or Sleep(0) and Sleep(1)) and replace them with EnterCriticalSection/LeaveCriticalSection to save valuable CPU cycles wasted by Sleep(0) and to improve speed (reduce latency) that was affected each time by at least 1 millisecond by Sleep(1), because the Critical Sections are much more CPU-friendly and have definitely lower latency than Sleep(1).
When these options are enabled, FastMM4-AVX it checks: (1) whether the CPU supports SSE2 and thus the "pause" instruction, and (2) whether the operating system has the SwitchToThread() API call, and, if both conditions are met, uses "pause" spin-loop for 5000 iterations and then SwitchToThread() instead of critical sections; If a CPU doesn't have the "pause" instrcution or Windows doesn't have the SwitchToThread() API function, it will use EnterCriticalSection/LeaveCriticalSection.
You can see the test results, including made on a computer with multiple physical CPUs (sockets) in that fork.
See also the Long Duration Spin-wait Loops on Hyper-Threading Technology Enabled Intel Processors article. Here is what Intel writes about this issue - and it applies to FastMM4 very well:
The long duration spin-wait loop in this threading model seldom causes a performance problem on conventional multiprocessor systems. But it may introduce a severe penalty on a system with Hyper-Threading Technology because processor resources can be consumed by the master thread while it is waiting on the worker threads. Sleep(0) in the loop may suspend the execution of the master thread, but only when all available processors have been taken by worker threads during the entire waiting period. This condition requires all worker threads to complete their work at the same time. In other words, the workloads assigned to worker threads must be balanced. If one of the worker threads completes its work sooner than others and releases the processor, the master thread can still run on one processor.
On a conventional multiprocessor system this doesn't cause performance problems because no other thread uses the processor. But on a system with Hyper-Threading Technology the processor the master thread runs on is a logical one that shares processor resources with one of the other worker threads.
The nature of many applications makes it difficult to guarantee that workloads assigned to worker threads are balanced. A multithreaded 3D application, for example, may assign the tasks for transformation of a block of vertices from world coordinates to viewing coordinates to a team of worker threads. The amount of work for a worker thread is determined not only by the number of vertices but also by the clipped status of the vertex, which is not predictable when the master thread divides the workload for working threads.
A non-zero argument in the Sleep function forces the waiting thread to sleep N milliseconds, regardless of the processor availability. It may effectively block the waiting thread from consuming processor resources if the waiting period is set properly. But if the waiting period is unpredictable from workload to workload, then a large value of N may make the waiting thread sleep too long, and a smaller value of N may cause it to wake up too quickly.
Therefore the preferred solution to avoid wasting processor resources in a long duration spin-wait loop is to replace the loop with an operating system thread-blocking API, such as the Microsoft Windows* threading API,
WaitForMultipleObjects. This call causes the operating system to block the waiting thread from consuming processor resources.
It refers to Using Spin-Loops on Intel Pentium 4 Processor and Intel Xeon Processor application note.
You can also find a very good spin-loop implementation here at stackoverflow.
It also loads normal loads just to check before issuing a lock
-ed store, just to not flood the CPU with locked operations in a loop, that would lock the bus.
FastMM4 per se is very good. Just improve the locking and you will get an excelling multi-threaded memory manager.
Please also be aware that each small block type is locked separately in FastMM4.
You can put padding between the small block control areas, to make each area have own cache line, not shared with other block sizes, and to make sure it begins at a cache line size boundary. You can use CPUID to determine the size of the CPU cache line.
So, with locking correctly implemented to suit your needs (i.e. whether you need NUMA or not, whether to use lock
-ing releases, etc., you may obtain the results that the memory allocation routines would be several times faster and would not suffer so severely from thread contention.