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Replace system default malloc
with mimalloc
#99427
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Tested locally, it works as expected.
Benchmark
PC specifications
- CPU: Intel Core i9-13900K
- GPU: NVIDIA GeForce RTX 4090
- RAM: 64 GB (2×32 GB DDR5-5800 C30)
- SSD: Solidigm P44 Pro 2 TB
- OS: Linux (Fedora 41)
Running all benchmarks from https://github.com/godotengine/godot-benchmarks. Using a release export template with production=yes lto=full
.
Overall, this PR is significantly faster in many benchmarks, although it loses out a bit on some benchmarks too.
a: master
(67,599,960 bytes)
b: This PR (67,663,032 bytes)
Lower is better (which means a_div_b
> 1.0 is an improvement, < 1.0 is a regression).
Click to show JSON result
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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}
{
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{
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}
{
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{
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{
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}
{
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}
{
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{
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{
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{
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{
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{
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{
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{
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}
{
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}
{
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}
{
"category": "Gdscript > Hello World",
"name": "Hello World",
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{
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Cleanup unused files. Edit: Test master and these failure still exists so unrelated to this PR. |
Also @Calinou I want to point out that godot-benchmark's results are quite unstable. Easily detect 10%-20% diff between identical runs, and barely converge even running multiple times. That's why I take these MRPs. |
I took the liberty to edit @Calinou 's review because I almost had a panic attack from having to scroll down |
I'm wondering if |
Changed. By the way anybody knows why the CI fail? I really have no idea what it's complaining about. |
Something thread safety related, can't quite tell, but I suspect something with this library isn't thread safe in some way |
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
I tried mimalloc v1, v2, dev branch, enable secure mode, build with/without optimizations and manually add a lock around malloc. None of them eliminate the warning. I suspect it is either a false positive or some godot code relying on undocumented ptmalloc features to work. It is quite weird for Give up for now, waiting for somebody familiar with multi-threading. |
Close this as #99686 is a better alternative. |
Thanks for your hard work, @YYF233333 ! Really, your proposal and subsequent PR (even closed) seems to lead to a Godot upgrade! |
Implements godotengine/godot-proposals#11190
Simply replacing
malloc
/free
incore/os/memory.cpp
withmi_malloc
/mi_free
, and add a flag in scons to switch between them.Choose mimalloc because it is small and easy to integrate.
Performance
build option:
scons production=yes
, projects come from godot issues which I think will benifit from this change.Binary Size
master: 130,965,504 bytes
mimalloc: 131,048,448 bytes
About 81KB size increase, I think that's ok for editor.
Instantiate with Many Properties
from #97829
Run 10 loops calculate average time:
Average: tt1: 333.500000ms, tt2: 454.000000ms, diff: 1.361858
Average: tt1: 300.800000ms, tt2: 397.100000ms, diff: 1.32032
Time reduced: 9.8% and 12.5%
Node Duplicate
from #91230
Time reduced: 22.2%
Loading RichTextLabel with lots of Text
from #96475
command:
time .\godot.windows.editor.x86_64.exe --path ".\RichTextLabel\" --quit
Time reduced: 16.3%
Button and Label Instantiate
from #71182
increase button count to 10000
Time reduced: 14.5%
Empty Project Open
command:
time .\godot.windows.editor.x86_64.exe --editor --path "./emptyProject" --quit
Time reduced: 7.7%
All tests repeated at least 3 times and ensure results are stable.
Edit: Test Projects: TestProjects.zip