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<?xml version="1.0" encoding="UTF-8"?>
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<?xml version="1.0" encoding="UTF-8"?>
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<chapter id="mm">
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<chapter id="mm">
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  <?dbhtml filename="mm.html"?>
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  <?dbhtml filename="mm.html"?>
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  <title>Memory management</title>
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  <title>Memory management</title>
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  <section>
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  <section>
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    <title>Virtual memory management</title>
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    <title>Virtual memory management</title>
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    <section>
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    <section>
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      <title>Address spaces</title>
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      <title>Address spaces</title>
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      <para></para>
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      <para></para>
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    </section>
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    </section>
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    <section>
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    <section>
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      <title>Virtual address translation</title>
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      <title>Virtual address translation</title>
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      <para></para>
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      <para></para>
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    </section>
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    </section>
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  </section>
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  </section>
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  <section>
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  <section>
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    <title>Physical memory management</title>
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    <title>Physical memory management</title>
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    <section id="zones_and_frames">
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    <section id="zones_and_frames">
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      <title>Zones and frames</title>
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      <title>Zones and frames</title>
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      <para>Physical memory is divided into zones. Each zone represents
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      <para>Physical memory is divided into zones. Each zone represents
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      continuous area of physical memory frames. Allocation of frames is
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      continuous area of physical memory frames. Allocation of frames is
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      handled by the <link linkend="buddy_allocator">buddy allocator</link>
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      handled by the <link linkend="buddy_allocator">buddy allocator</link>
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      associated with the zone. Zone also contains information about free and
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      associated with the zone. Zone also contains information about free and
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      occupied frames and its base addresss in the memory. Some of the
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      occupied frames and its base addresss in the memory. Some of the
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      architectures (Mips, PPC) have only one zone, that covers whole physical
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      architectures (Mips, PPC) have only one zone, that covers whole physical
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      memory. Other architectures (IA32) have multiple zones.</para>
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      memory. Other architectures (IA32) have multiple zones.</para>
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    </section>
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    </section>
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    <section id="buddy_allocator">
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    <section id="buddy_allocator">
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      <title>Buddy allocator</title>
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      <title>Buddy allocator</title>
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      <section>
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        <title>Overview</title>
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      <para>Physical memory allocation inside one <link
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        <para>Physical memory allocation inside one <link
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      linkend="zones_and_frames">memory zone</link> is being handled by buddy
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        linkend="zones_and_frames">memory zone</link> is being handled by
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      allocation system. This approach greatly reduces possibility of memory
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        buddy allocation system. This approach greatly reduces possibility of
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      fragmentation and helps in allocating bigger continious blocks of
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        outer memory fragmentation and helps in allocating bigger continious
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      physical memory aligned to their size.</para>
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        blocks of physical memory aligned to their size. Problem of inner
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        memory fragmentation is being solved by <link linkend="slab">SLAB
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        allocation system.</link></para>
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      <graphic fileref="images/mm1.png" />
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        <graphic fileref="images/mm1.png" />
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      <para>Frames are grouped into bigger blocks and blocks of the size i ^ 2
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        <para>Frames are grouped into bigger blocks and blocks of the size
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        <mathphrase>2<superscript>i</superscript></mathphrase> are stored in
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      are stored in the list indexed with <varname>i</varname> (so called
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        the list indexed with <varname>i</varname> (so called order index). If
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      order index). If list contains 2 ajacent blocks (of a same size of
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        list contains 2 ajacent blocks (of a same size of cause) they can be
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      cause) they can be merged into the bigger one and moved into the list
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        merged into the bigger one and moved into the list with higher order
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      with higher order index, thus making possible allocation of a bigger
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        index, thus making possible allocation of a bigger block.</para>
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      </section>
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      <section>
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        <title>Implementation</title>
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        <formalpara>
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          <title>Data organization</title>
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          <para>Buddy allocator always uses first frame to represent frame
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          block. This frame contains <varname>buddy_order</varname> variable
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          to provide information about the block size it actually represents (
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          <mathphrase>2<superscript>buddy_order</superscript></mathphrase>
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          frames block). Other frames in block have this value set to magic
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          <constant>BUDDY_INNER_BLOCK</constant> that is much greater than
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          buddy <varname>max_order</varname> value.</para>
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          <para>Each <varname>frame_t</varname> also contains pointer member
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          to hold frame structure in the linked list inside one order.</para>
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        </formalpara>
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      block.</para>
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        <formalpara>
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          <title>Allocation algorithm</title>
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          <para>Upon <mathphrase>2<superscript>i</superscript></mathphrase>
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          frames block allocation request, allocator checks if there are any
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          blocks available at the order list <varname>i</varname>. If yes,
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          removes block from order list and returns its address. If no,
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          recursively allocates
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          <mathphrase>2<superscript>i+1</superscript></mathphrase> frame
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          block, splits it into two
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          <mathphrase>2<superscript>i</superscript></mathphrase> frame blocks.
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          Then adds one of the blocks to the <varname>i</varname> order list
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          and returns address of another.</para>
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        </formalpara>
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        <formalpara>
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          <title>Deallocation algorithm</title>
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          <para>Check if block has so called buddy (another free
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          <mathphrase>2<superscript>i</superscript></mathphrase> frame block
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          that can be linked with freed block into the
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          <mathphrase>2<superscript>i+1</superscript></mathphrase> block).
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          Technically, buddy is a odd/even block for even/odd block
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          respectively. Plus we can put an extra requirement, that resulting
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          block must be aligned to its size. This requirement guarantees
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          natural block alignment for the blocks coming out the allocation
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          system.
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      </para>
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      <para>
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      Using direct pointer arithmetics, <varname>frame_t::ref_count</varname> and <varname>frame_t::buddy_order</varname> variables,
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      finding buddy is done at constant time.
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      </para>
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        </formalpara>
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      </section>
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    </section>
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    </section>
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    <section>
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    <section id="slab">
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      <title>Slab allocator</title>
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      <title>Slab allocator</title>
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      <para>Kernel memory allocation is handled by slab.</para>
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      <para>Kernel memory allocation is handled by slab.</para>
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    </section>
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    </section>
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  </section>
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  <section>
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    <section>
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    <title>Memory sharing</title>
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      <title>Memory sharing</title>
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    <para>Not implemented yet(?)</para>
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      <para>Not implemented yet(?)</para>
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    </section>
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  </section>
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  </section>
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</chapter>
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</chapter>