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  1. <?xml version="1.0" encoding="UTF-8"?>
  2. <chapter id="mm">
  3.   <?dbhtml filename="mm.html"?>
  4.  
  5.   <title>Memory management</title>
  6.  
  7.   <section>
  8.     <!-- VM -->
  9.  
  10.     <title>Virtual memory management</title>
  11.  
  12.     <section>
  13.       <title>Address spaces</title>
  14.  
  15.       <para></para>
  16.     </section>
  17.  
  18.     <section>
  19.       <title>Virtual address translation</title>
  20.  
  21.       <para></para>
  22.     </section>
  23.   </section>
  24.  
  25.   <!-- End of VM -->
  26.  
  27.   <section>
  28.     <!-- Phys mem -->
  29.  
  30.     <title>Physical memory management</title>
  31.  
  32.     <section id="zones_and_frames">
  33.       <title>Zones and frames</title>
  34.  
  35.       <para>
  36.       <!--graphic fileref="images/mm2.png" /-->
  37.      
  38.       <!--graphic fileref="images/buddy_alloc.svg" format="SVG" /-->
  39.      
  40.      
  41.       </para>
  42.  
  43.       <para>On some architectures not whole physical memory is available for
  44.       conventional usage. This limitations require from kernel to maintain a
  45.       table of available and unavailable ranges of physical memory addresses.
  46.       Main idea of zones is in creating memory zone entity, that is a
  47.       continuous chunk of memory available for allocation. If some chunk is
  48.       not available, we simply do not put it in any zone.</para>
  49.  
  50.       <para>Zone is also serves for informational purposes, containing
  51.       information about number of free and busy frames. Physical memory
  52.       allocation is also done inside the certain zone. Allocation of zone
  53.       frame must be organized by the <link linkend="frame_allocator">frame
  54.       allocator</link> associated with the zone.</para>
  55.  
  56.       <para>Some of the architectures (mips32, ppc32) have only one zone, that
  57.       covers whole physical memory, and the others (like ia32) may have
  58.       multiple zones. Information about zones on current machine is stored in
  59.       BIOS hardware tables or can be hardcoded into kernel during compile
  60.       time.</para>
  61.     </section>
  62.  
  63.     <section id="frame_allocator">
  64.       <title>Frame allocator</title>
  65.  
  66.       <formalpara>
  67.         <title>Overview</title>
  68.  
  69.         <para>Frame allocator provides physical memory allocation for the
  70.         kernel. Because of zonal organization of physical memory, frame
  71.         allocator is always working in context of some zone, thus making
  72.         impossible to allocate a piece of memory, which lays in different
  73.         zone, which cannot happen, because two adjacent zones can be merged
  74.         into one. Frame allocator is also being responsible to update
  75.         information on the number of free/busy frames in zone. Physical memory
  76.         allocation inside one <link linkend="zones_and_frames">memory
  77.         zone</link> is being handled by an instance of <link
  78.         linkend="buddy_allocator">buddy allocator</link> tailored to allocate
  79.         blocks of physical memory frames.</para>
  80.       </formalpara>
  81.  
  82.       <formalpara>
  83.         <title>Allocation / deallocation</title>
  84.  
  85.         <para>Upon allocation request, frame allocator tries to find first
  86.         zone, that can satisfy the incoming request (has required amount of
  87.         free frames to allocate). During deallocation, frame allocator needs
  88.         to find zone, that contain deallocated frame. This approach could
  89.         bring up two potential problems: <itemizedlist>
  90.             <listitem>
  91.                Linear search of zones does not any good to performance, but number of zones is not expected to be high. And if yes, list of zones can be replaced with more time-efficient B-tree.
  92.             </listitem>
  93.  
  94.             <listitem>
  95.                Quickly find out if zone contains required number of frames to allocate and if this chunk of memory is properly aligned. This issue is perfectly solved bu the buddy allocator.
  96.             </listitem>
  97.           </itemizedlist></para>
  98.       </formalpara>
  99.     </section>
  100.   </section>
  101.  
  102.   <section id="buddy_allocator">
  103.     <title>Buddy allocator</title>
  104.  
  105.     <section>
  106.       <title>Overview</title>
  107.  
  108.       <para>In buddy allocator, memory is broken down into power-of-two sized
  109.       naturally aligned blocks. These blocks are organized in an array of
  110.       lists in which list with index i contains all unallocated blocks of the
  111.       size <mathphrase>2<superscript>i</superscript></mathphrase>. The index i
  112.       is called the order of block. Should there be two adjacent equally sized
  113.       blocks in list <mathphrase>i</mathphrase> (i.e. buddies), the buddy
  114.       allocator would coalesce them and put the resulting block in list
  115.       <mathphrase>i + 1</mathphrase>, provided that the resulting block would
  116.       be naturally aligned. Similarily, when the allocator is asked to
  117.       allocate a block of size
  118.       <mathphrase>2<superscript>i</superscript></mathphrase>, it first tries
  119.       to satisfy the request from list with index i. If the request cannot be
  120.       satisfied (i.e. the list i is empty), the buddy allocator will try to
  121.       allocate and split larger block from list with index i + 1. Both of
  122.       these algorithms are recursive. The recursion ends either when there are
  123.       no blocks to coalesce in the former case or when there are no blocks
  124.       that can be split in the latter case.</para>
  125.  
  126.       <!--graphic fileref="images/mm1.png" format="EPS" /-->
  127.  
  128.       <para>This approach greatly reduces external fragmentation of memory and
  129.       helps in allocating bigger continuous blocks of memory aligned to their
  130.       size. On the other hand, the buddy allocator suffers increased internal
  131.       fragmentation of memory and is not suitable for general kernel
  132.       allocations. This purpose is better addressed by the <link
  133.       linkend="slab">slab allocator</link>.</para>
  134.     </section>
  135.  
  136.     <section>
  137.       <title>Implementation</title>
  138.  
  139.       <para>The buddy allocator is, in fact, an abstract framework wich can be
  140.       easily specialized to serve one particular task. It knows nothing about
  141.       the nature of memory it helps to allocate. In order to beat the lack of
  142.       this knowledge, the buddy allocator exports an interface that each of
  143.       its clients is required to implement. When supplied an implementation of
  144.       this interface, the buddy allocator can use specialized external
  145.       functions to find buddy for a block, split and coalesce blocks,
  146.       manipulate block order and mark blocks busy or available. For precize
  147.       documentation of this interface, refer to <link linkend="???">HelenOS
  148.       Generic Kernel Reference Manual</link>.</para>
  149.  
  150.       <formalpara>
  151.         <title>Data organization</title>
  152.  
  153.         <para>Each entity allocable by the buddy allocator is required to
  154.         contain space for storing block order number and a link variable used
  155.         to interconnect blocks within the same order.</para>
  156.  
  157.         <para>Whatever entities are allocated by the buddy allocator, the
  158.         first entity within a block is used to represent the entire block. The
  159.         first entity keeps the order of the whole block. Other entities within
  160.         the block are assigned the magic value
  161.         <constant>BUDDY_INNER_BLOCK</constant>. This is especially important
  162.         for effective identification of buddies in one-dimensional array
  163.         because the entity that represents a potential buddy cannot be
  164.         associated with <constant>BUDDY_INNER_BLOCK</constant> (i.e. if it is
  165.         associated with <constant>BUDDY_INNER_BLOCK</constant> then it is not
  166.         a buddy).</para>
  167.       </formalpara>
  168.  
  169.       <formalpara>
  170.         <title>Data organization</title>
  171.  
  172.         <para>Buddy allocator always uses first frame to represent frame
  173.         block. This frame contains <varname>buddy_order</varname> variable to
  174.         provide information about the block size it actually represents (
  175.         <mathphrase>2<superscript>buddy_order</superscript></mathphrase>
  176.         frames block). Other frames in block have this value set to magic
  177.         <constant>BUDDY_INNER_BLOCK</constant> that is much greater than buddy
  178.         <varname>max_order</varname> value.</para>
  179.  
  180.         <para>Each <varname>frame_t</varname> also contains pointer member to
  181.         hold frame structure in the linked list inside one order.</para>
  182.       </formalpara>
  183.  
  184.       <formalpara>
  185.         <title>Allocation algorithm</title>
  186.  
  187.         <para>Upon <mathphrase>2<superscript>i</superscript></mathphrase>
  188.         frames block allocation request, allocator checks if there are any
  189.         blocks available at the order list <varname>i</varname>. If yes,
  190.         removes block from order list and returns its address. If no,
  191.         recursively allocates
  192.         <mathphrase>2<superscript>i+1</superscript></mathphrase> frame block,
  193.         splits it into two
  194.         <mathphrase>2<superscript>i</superscript></mathphrase> frame blocks.
  195.         Then adds one of the blocks to the <varname>i</varname> order list and
  196.         returns address of another.</para>
  197.       </formalpara>
  198.  
  199.       <formalpara>
  200.         <title>Deallocation algorithm</title>
  201.  
  202.         <para>Check if block has so called buddy (another free
  203.         <mathphrase>2<superscript>i</superscript></mathphrase> frame block
  204.         that can be linked with freed block into the
  205.         <mathphrase>2<superscript>i+1</superscript></mathphrase> block).
  206.         Technically, buddy is a odd/even block for even/odd block
  207.         respectively. Plus we can put an extra requirement, that resulting
  208.         block must be aligned to its size. This requirement guarantees natural
  209.         block alignment for the blocks coming out the allocation
  210.         system.</para>
  211.  
  212.         <para>Using direct pointer arithmetics,
  213.         <varname>frame_t::ref_count</varname> and
  214.         <varname>frame_t::buddy_order</varname> variables, finding buddy is
  215.         done at constant time.</para>
  216.       </formalpara>
  217.     </section>
  218.  
  219.     <section id="slab">
  220.       <title>Slab allocator</title>
  221.  
  222.       <section>
  223.         <title>Introduction</title>
  224.  
  225.         <para>The majority of memory allocation requests in the kernel are for
  226.         small, frequently used data structures. For this purpose the slab
  227.         allocator is a perfect solution. The basic idea behind a slab
  228.         allocator is to have lists of commonly used objects available packed
  229.         into pages. This avoids the overhead of allocating and destroying
  230.         commonly used types of objects such as inodes, threads, virtual memory
  231.         structures etc.</para>
  232.  
  233.         <para>Original slab allocator locking mechanism has become a
  234.         significant preformance bottleneck on SMP architectures. <termdef>Slab
  235.         SMP perfromance bottleneck was resolved by introducing a per-CPU
  236.         caching scheme called as <glossterm>magazine
  237.         layer</glossterm></termdef>.</para>
  238.       </section>
  239.  
  240.       <section>
  241.         <title>Implementation details (needs revision)</title>
  242.  
  243.         <para>The SLAB allocator is closely modelled after <ulink
  244.         url="http://www.usenix.org/events/usenix01/full_papers/bonwick/bonwick_html/">
  245.         OpenSolaris SLAB allocator by Jeff Bonwick and Jonathan Adams </ulink>
  246.         with the following exceptions: <itemizedlist>
  247.             <listitem>
  248.                empty SLABS are deallocated immediately (in Linux they are kept in linked list, in Solaris ???)
  249.             </listitem>
  250.  
  251.             <listitem>
  252.                empty magazines are deallocated when not needed (in Solaris they are held in linked list in slab cache)
  253.             </listitem>
  254.           </itemizedlist> Following features are not currently supported but
  255.         would be easy to do: <itemizedlist>
  256.             <listitem>
  257.                - cache coloring
  258.             </listitem>
  259.  
  260.             <listitem>
  261.                - dynamic magazine growing (different magazine sizes are already supported, but we would need to adjust allocation strategy)
  262.             </listitem>
  263.           </itemizedlist></para>
  264.  
  265.         <para>The SLAB allocator supports per-CPU caches ('magazines') to
  266.         facilitate good SMP scaling.</para>
  267.  
  268.         <para>When a new object is being allocated, it is first checked, if it
  269.         is available in CPU-bound magazine. If it is not found there, it is
  270.         allocated from CPU-shared SLAB - if partial full is found, it is used,
  271.         otherwise a new one is allocated.</para>
  272.  
  273.         <para>When an object is being deallocated, it is put to CPU-bound
  274.         magazine. If there is no such magazine, new one is allocated (if it
  275.         fails, the object is deallocated into SLAB). If the magazine is full,
  276.         it is put into cpu-shared list of magazines and new one is
  277.         allocated.</para>
  278.  
  279.         <para>The CPU-bound magazine is actually a pair of magazines to avoid
  280.         thrashing when somebody is allocating/deallocating 1 item at the
  281.         magazine size boundary. LIFO order is enforced, which should avoid
  282.         fragmentation as much as possible.</para>
  283.  
  284.         <para>Every cache contains list of full slabs and list of partialy
  285.         full slabs. Empty SLABS are immediately freed (thrashing will be
  286.         avoided because of magazines).</para>
  287.  
  288.         <para>The SLAB information structure is kept inside the data area, if
  289.         possible. The cache can be marked that it should not use magazines.
  290.         This is used only for SLAB related caches to avoid deadlocks and
  291.         infinite recursion (the SLAB allocator uses itself for allocating all
  292.         it's control structures).</para>
  293.  
  294.        <para>The SLAB allocator allocates lots of space and does not free it.
  295.        When frame allocator fails to allocate the frame, it calls
  296.        slab_reclaim(). It tries 'light reclaim' first, then brutal reclaim.
  297.        The light reclaim releases slabs from cpu-shared magazine-list, until
  298.        at least 1 slab is deallocated in each cache (this algorithm should
  299.        probably change). The brutal reclaim removes all cached objects, even
  300.        from CPU-bound magazines.</para>
  301.  
  302.        <para>TODO: <itemizedlist>
  303.            <listitem>
  304.               For better CPU-scaling the magazine allocation strategy should be extended. Currently, if the cache does not have magazine, it asks for non-cpu cached magazine cache to provide one. It might be feasible to add cpu-cached magazine cache (which would allocate it's magazines from non-cpu-cached mag. cache). This would provide a nice per-cpu buffer. The other possibility is to use the per-cache 'empty-magazine-list', which decreases competing for 1 per-system magazine cache.
  305.             </listitem>
  306.  
  307.             <listitem>
  308.                - it might be good to add granularity of locks even to slab level, we could then try_spinlock over all partial slabs and thus improve scalability even on slab level
  309.             </listitem>
  310.           </itemizedlist></para>
  311.       </section>
  312.     </section>
  313.  
  314.     <!-- End of Physmem -->
  315.   </section>
  316.  
  317.   <section>
  318.     <title>Memory sharing</title>
  319.  
  320.     <para>Not implemented yet(?)</para>
  321.   </section>
  322. </chapter>