rocksdb/port/win/env_default.cc
Dmitri Smirnov f4b72d7056 Provide a way to override windows memory allocator with jemalloc for ZSTD
Summary:
Windows does not have LD_PRELOAD mechanism to override all memory allocation functions and ZSTD makes use of C-tuntime calloc. During flushes and compactions default system allocator fragments and the system slows down considerably.

For builds with jemalloc we employ an advanced ZSTD context creation API that re-directs memory allocation to jemalloc. To reduce the cost of context creation on each block we cache ZSTD context within the block based table builder while a new SST file is being built, this will help all platform builds including those w/o jemalloc. This avoids system allocator fragmentation and improves the performance.

The change does not address random reads and currently on Windows reads with ZSTD regress as compared with SNAPPY compression.
Closes https://github.com/facebook/rocksdb/pull/3838

Differential Revision: D8229794

Pulled By: miasantreble

fbshipit-source-id: 719b622ab7bf4109819bc44f45ec66f0dd3ee80d
2018-06-04 12:12:48 -07:00

41 lines
1.2 KiB
C++

// Copyright (c) 2011-present, Facebook, Inc. All rights reserved.
// This source code is licensed under both the GPLv2 (found in the
// COPYING file in the root directory) and Apache 2.0 License
// (found in the LICENSE.Apache file in the root directory).
//
// Copyright (c) 2011 The LevelDB Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file. See the AUTHORS file for names of contributors.
#include <mutex>
#include <rocksdb/env.h>
#include "port/win/env_win.h"
#include "util/compression_context_cache.h"
#include "util/thread_local.h"
namespace rocksdb {
namespace port {
// We choose not to destroy the env because joining the threads from the
// system loader
// which destroys the statics (same as from DLLMain) creates a system loader
// dead-lock.
// in this manner any remaining threads are terminated OK.
namespace {
std::once_flag winenv_once_flag;
Env* envptr;
};
}
Env* Env::Default() {
using namespace port;
ThreadLocalPtr::InitSingletons();
CompressionContextCache::InitSingleton();
std::call_once(winenv_once_flag, []() { envptr = new WinEnv(); });
return envptr;
}
}