| Index: tools/gn/scheduler.cc
|
| diff --git a/tools/gn/scheduler.cc b/tools/gn/scheduler.cc
|
| index 622019ef05635af0769107e0f7fa4e01ae31d451..dfc877d190bc1522f6f035432c8f6469fd4e2af0 100644
|
| --- a/tools/gn/scheduler.cc
|
| +++ b/tools/gn/scheduler.cc
|
| @@ -4,25 +4,59 @@
|
|
|
| #include "tools/gn/scheduler.h"
|
|
|
| +#include <algorithm>
|
| +
|
| #include "base/bind.h"
|
| #include "base/command_line.h"
|
| #include "base/strings/string_number_conversions.h"
|
| +#include "build/build_config.h"
|
| #include "tools/gn/standard_out.h"
|
| #include "tools/gn/switches.h"
|
|
|
| +#if defined(OS_WIN)
|
| +#include <windows.h>
|
| +#else
|
| +#include <unistd.h>
|
| +#endif
|
| +
|
| Scheduler* g_scheduler = nullptr;
|
|
|
| namespace {
|
|
|
| +#if defined(OS_WIN)
|
| +int GetCPUCount() {
|
| + SYSTEM_INFO sysinfo;
|
| + ::GetSystemInfo(&sysinfo);
|
| + return sysinfo.dwNumberOfProcessors;
|
| +}
|
| +#else
|
| +int GetCPUCount() {
|
| + return static_cast<int>(sysconf(_SC_NPROCESSORS_ONLN));
|
| +}
|
| +#endif
|
| +
|
| int GetThreadCount() {
|
| std::string thread_count =
|
| base::CommandLine::ForCurrentProcess()->GetSwitchValueASCII(
|
| switches::kThreads);
|
|
|
| + // See if an override was specified on the command line.
|
| int result;
|
| - if (thread_count.empty() || !base::StringToInt(thread_count, &result))
|
| - return 32;
|
| - return result;
|
| + if (!thread_count.empty() && base::StringToInt(thread_count, &result))
|
| + return result;
|
| +
|
| + // Base the default number of worker threads on number of cores in the
|
| + // system. When building large projects, the speed can be limited by how fast
|
| + // the main thread can dispatch work and connect the dependency graph. If
|
| + // there are too many worker threads, the main thread can be starved and it
|
| + // will run slower overall.
|
| + //
|
| + // One less worker thread than the number of physical CPUs seems to be a
|
| + // good value, both theoretically and experimentally. But always use at
|
| + // least three workers to prevent us from being too sensitive to I/O latency
|
| + // on low-end systems.
|
| + int num_cores = GetCPUCount() / 2; // Almost all CPUs now are hyperthreaded.
|
| + return std::max(num_cores - 1, 3);
|
| }
|
|
|
| } // namespace
|
|
|