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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.     <title>Virtual memory management</title>
  9.  
  10.     <section>
  11.       <title>Introduction</title>
  12.  
  13.       <para>Virtual memory is a special memory management technique, used by
  14.       kernel to achieve a bunch of mission critical goals. <itemizedlist>
  15.           <listitem>
  16.              Isolate each task from other tasks that are running on the system at the same time.
  17.           </listitem>
  18.  
  19.           <listitem>
  20.              Allow to allocate more memory, than is actual physical memory size of the machine.
  21.           </listitem>
  22.  
  23.           <listitem>
  24.              Allowing, in general, to load and execute two programs that are linked on the same address without complicated relocations.
  25.           </listitem>
  26.         </itemizedlist></para>
  27.  
  28.       <para><!--
  29.  
  30.                 TLB shootdown ASID/ASID:PAGE/ALL.
  31.                 TLB shootdown requests can come in asynchroniously
  32.                 so there is a cache of TLB shootdown requests. Upon cache overflow TLB shootdown ALL is executed
  33.  
  34.  
  35.                 <para>
  36.                         Address spaces. Address space area (B+ tree). Only for uspace. Set of syscalls (shrink/extend etc).
  37.                         Special address space area type - device - prohibits shrink/extend syscalls to call on it.
  38.                         Address space has link to mapping tables (hierarchical - per Address space, hash - global tables).
  39.                 </para>
  40.  
  41. --></para>
  42.     </section>
  43.  
  44.     <section>
  45.       <title>Paging</title>
  46.  
  47.       <para>Virtual memory is usually using paged memory model, where virtual
  48.       memory address space is divided into the <emphasis>pages</emphasis>
  49.       (usually having size 4096 bytes) and physical memory is divided into the
  50.       frames (same sized as a page, of course). Each page may be mapped to
  51.       some frame and then, upon memory access to the virtual address, CPU
  52.       performs <emphasis>address translation</emphasis> during the instruction
  53.       execution. Non-existing mapping generates page fault exception, calling
  54.       kernel exception handler, thus allowing kernel to manipulate rules of
  55.       memory access. Information for pages mapping is stored by kernel in the
  56.       <link linkend="page_tables">page tables</link></para>
  57.  
  58.       <para>The majority of the architectures use multi-level page tables,
  59.       which means need to access physical memory several times before getting
  60.       physical address. This fact would make serios performance overhead in
  61.       virtual memory management. To avoid this <link linkend="tlb">Traslation
  62.       Lookaside Buffer (TLB)</link> is used.</para>
  63.     </section>
  64.  
  65.     <section>
  66.       <title>Address spaces</title>
  67.  
  68.       <section>
  69.         <title>Address space areas</title>
  70.  
  71.         <para>Each address space consists of mutually disjunctive continuous
  72.         address space areas. Address space area is precisely defined by its
  73.         base address and the number of frames/pages is contains.</para>
  74.  
  75.         <para>Address space area , that define behaviour and permissions on
  76.         the particular area. <itemizedlist>
  77.             <listitem>
  78.                
  79.  
  80.               <emphasis>AS_AREA_READ</emphasis>
  81.  
  82.                flag indicates reading permission.
  83.             </listitem>
  84.  
  85.             <listitem>
  86.                
  87.  
  88.               <emphasis>AS_AREA_WRITE</emphasis>
  89.  
  90.                flag indicates writing permission.
  91.             </listitem>
  92.  
  93.             <listitem>
  94.                
  95.  
  96.               <emphasis>AS_AREA_EXEC</emphasis>
  97.  
  98.                flag indicates code execution permission. Some architectures do not support execution persmission restriction. In this case this flag has no effect.
  99.             </listitem>
  100.  
  101.             <listitem>
  102.                
  103.  
  104.               <emphasis>AS_AREA_DEVICE</emphasis>
  105.  
  106.                marks area as mapped to the device memory.
  107.             </listitem>
  108.           </itemizedlist></para>
  109.  
  110.         <para>Kernel provides possibility tasks create/expand/shrink/share its
  111.         address space via the set of syscalls.</para>
  112.       </section>
  113.  
  114.       <section>
  115.         <title>Address Space ID (ASID)</title>
  116.  
  117.         <para>When switching to the different task, kernel also require to
  118.         switch mappings to the different address space. In case TLB cannot
  119.         distinguish address space mappings, all mapping information in TLB
  120.         from the old address space must be flushed, which can create certain
  121.         uncessary overhead during the task switching. To avoid this, some
  122.         architectures have capability to segregate different address spaces on
  123.         hardware level introducing the address space identifier as a part of
  124.         TLB record, telling the virtual address space translation unit to
  125.         which address space this record is applicable.</para>
  126.  
  127.         <para>HelenOS kernel can take advantage of this hardware supported
  128.         identifier by having an ASID abstraction which is somehow related to
  129.         the corresponding architecture identifier. I.e. on ia64 kernel ASID is
  130.         derived from RID (region identifier) and on the mips32 kernel ASID is
  131.         actually the hardware identifier. As expected, this ASID information
  132.         record is the part of <emphasis>as_t</emphasis> structure.</para>
  133.  
  134.         <para>Due to the hardware limitations, hardware ASID has limited
  135.         length from 8 bits on ia64 to 24 bits on mips32, which makes it
  136.         impossible to use it as unique address space identifier for all tasks
  137.         running in the system. In such situations special ASID stealing
  138.         algoritm is used, which takes ASID from inactive task and assigns it
  139.         to the active task.</para>
  140.  
  141.         <para><classname>ASID stealing algoritm here.</classname></para>
  142.       </section>
  143.     </section>
  144.  
  145.     <section>
  146.       <title>Virtual address translation</title>
  147.  
  148.       <section id="page_tables">
  149.         <title>Page tables</title>
  150.  
  151.         <para>HelenOS kernel has two different approaches to the paging
  152.         implementation: <emphasis>4 level page tables</emphasis> and
  153.         <emphasis>global hash tables</emphasis>, which are accessible via
  154.         generic paging abstraction layer. Such different functionality was
  155.         caused by the major architectural differences between supported
  156.         platforms. This abstraction is implemented with help of the global
  157.         structure of pointers to basic mapping functions
  158.         <emphasis>page_mapping_operations</emphasis>. To achieve different
  159.         functionality of page tables, corresponding layer must implement
  160.         functions, declared in
  161.         <emphasis>page_mapping_operations</emphasis></para>
  162.  
  163.         <formalpara>
  164.           <title>4-level page tables</title>
  165.  
  166.           <para>4-level page tables are the generalization of the hardware
  167.           capabilities of several architectures.<itemizedlist>
  168.               <listitem>
  169.                  ia32 uses 2-level page tables, with full hardware support.
  170.               </listitem>
  171.  
  172.               <listitem>
  173.                  amd64 uses 4-level page tables, also coming with full hardware support.
  174.               </listitem>
  175.  
  176.               <listitem>
  177.                  mips and ppc32 have 2-level tables, software simulated support.
  178.               </listitem>
  179.             </itemizedlist></para>
  180.         </formalpara>
  181.  
  182.         <formalpara>
  183.           <title>Global hash tables</title>
  184.  
  185.           <para>- global page hash table: existuje jen jedna v celem systemu
  186.           (vyuziva ji ia64), pozn. ia64 ma zatim vypnuty VHPT. Pouziva se
  187.           genericke hash table s oddelenymi collision chains. ASID support is
  188.           required to use global hash tables.</para>
  189.         </formalpara>
  190.  
  191.         <para>Thanks to the abstract paging interface, there is possibility
  192.         left have more paging implementations, for example B-Tree page
  193.         tables.</para>
  194.       </section>
  195.  
  196.       <section id="tlb">
  197.         <title>Translation Lookaside Buffer</title>
  198.  
  199.         <para>- TLB cachuji informace ve strankovacich tabulkach; alternativne
  200.         se lze na strankovaci tabulky (ci ruzne hw rozsireni [e.g. VHPT, ppc32
  201.         hw hash table]) divat jako na velke TLB</para>
  202.  
  203.         <para>- pri modifikaci mapovani nebo odstraneni mapovani ze
  204.         strankovacich tabulek je potreba zajistit konsistenci TLB a techto
  205.         tabulek; nutne delat na vsech CPU; na to mame zjednodusenou verzi TLB
  206.         shootdown mechanismu; je to variace na algoritmus popsany zde: D.
  207.         Black et al., "Translation Lookaside Buffer Consistency: A Software
  208.        Approach," Proc. Third Int'l Conf. Architectural Support for
  209.        Programming Languages and Operating Systems, 1989, pp. 113-122.</para>
  210.  
  211.        <para>- nutno poznamenat, ze existuji odlehcenejsi verze TLB shootdown
  212.        algoritm</para>
  213.      </section>
  214.    </section>
  215.  
  216.    <section>
  217.      <title>---</title>
  218.  
  219.      <para>At the moment HelenOS does not support swapping.</para>
  220.  
  221.      <para>- pouzivame vypadky stranky k alokaci ramcu on-demand v ramci
  222.      as_area - na architekturach, ktere to podporuji, podporujeme non-exec
  223.      stranky</para>
  224.    </section>
  225.  </section>
  226.  
  227.  <!-- End of VM -->
  228.  
  229.  <section>
  230.    <!-- Phys mem -->
  231.  
  232.    <title>Physical memory management</title>
  233.  
  234.    <section id="zones_and_frames">
  235.      <title>Zones and frames</title>
  236.  
  237.      <para><!--graphic fileref="images/mm2.png" /--><!--graphic fileref="images/buddy_alloc.svg" format="SVG" /--></para>
  238.  
  239.      <para>On some architectures not whole physical memory is available for
  240.      conventional usage. This limitations require from kernel to maintain a
  241.      table of available and unavailable ranges of physical memory addresses.
  242.      Main idea of zones is in creating memory zone entity, that is a
  243.      continuous chunk of memory available for allocation. If some chunk is
  244.      not available, we simply do not put it in any zone.</para>
  245.  
  246.      <para>Zone is also serves for informational purposes, containing
  247.      information about number of free and busy frames. Physical memory
  248.      allocation is also done inside the certain zone. Allocation of zone
  249.      frame must be organized by the <link linkend="frame_allocator">frame
  250.      allocator</link> associated with the zone.</para>
  251.  
  252.      <para>Some of the architectures (mips32, ppc32) have only one zone, that
  253.      covers whole physical memory, and the others (like ia32) may have
  254.      multiple zones. Information about zones on current machine is stored in
  255.      BIOS hardware tables or can be hardcoded into kernel during compile
  256.      time.</para>
  257.    </section>
  258.  
  259.    <section id="frame_allocator">
  260.      <title>Frame allocator</title>
  261.  
  262.      <para><mediaobject id="frame_alloc">
  263.          <imageobject role="html">
  264.            <imagedata fileref="images/frame_alloc.png" format="PNG" />
  265.          </imageobject>
  266.  
  267.          <imageobject role="fop">
  268.            <imagedata fileref="images.vector/frame_alloc.svg" format="SVG" />
  269.          </imageobject>
  270.        </mediaobject></para>
  271.  
  272.      <formalpara>
  273.        <title>Overview</title>
  274.  
  275.        <para>Frame allocator provides physical memory allocation for the
  276.        kernel. Because of zonal organization of physical memory, frame
  277.        allocator is always working in context of some zone, thus making
  278.        impossible to allocate a piece of memory, which lays in different
  279.        zone, which cannot happen, because two adjacent zones can be merged
  280.        into one. Frame allocator is also being responsible to update
  281.        information on the number of free/busy frames in zone. Physical memory
  282.        allocation inside one <link linkend="zones_and_frames">memory
  283.        zone</link> is being handled by an instance of <link
  284.        linkend="buddy_allocator">buddy allocator</link> tailored to allocate
  285.        blocks of physical memory frames.</para>
  286.      </formalpara>
  287.  
  288.      <formalpara>
  289.        <title>Allocation / deallocation</title>
  290.  
  291.        <para>Upon allocation request, frame allocator tries to find first
  292.        zone, that can satisfy the incoming request (has required amount of
  293.        free frames to allocate). During deallocation, frame allocator needs
  294.        to find zone, that contain deallocated frame. This approach could
  295.        bring up two potential problems: <itemizedlist>
  296.            <listitem>
  297.               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.
  298.            </listitem>
  299.  
  300.            <listitem>
  301.               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.
  302.            </listitem>
  303.          </itemizedlist></para>
  304.      </formalpara>
  305.    </section>
  306.  
  307.    <section id="buddy_allocator">
  308.      <title>Buddy allocator</title>
  309.  
  310.      <section>
  311.        <title>Overview</title>
  312.  
  313.        <para><mediaobject id="buddy_alloc">
  314.            <imageobject role="html">
  315.              <imagedata fileref="images/buddy_alloc.png" format="PNG" />
  316.            </imageobject>
  317.  
  318.            <imageobject role="fop">
  319.              <imagedata fileref="images.vector/buddy_alloc.svg" format="SVG" />
  320.            </imageobject>
  321.          </mediaobject></para>
  322.  
  323.        <para>In the buddy allocator, the memory is broken down into
  324.        power-of-two sized naturally aligned blocks. These blocks are
  325.        organized in an array of lists, in which the list with index i
  326.        contains all unallocated blocks of size
  327.        <mathphrase>2<superscript>i</superscript></mathphrase>. The index i is
  328.        called the order of block. Should there be two adjacent equally sized
  329.        blocks in the list i<mathphrase />(i.e. buddies), the buddy allocator
  330.        would coalesce them and put the resulting block in list <mathphrase>i
  331.        + 1</mathphrase>, provided that the resulting block would be naturally
  332.        aligned. Similarily, when the allocator is asked to allocate a block
  333.        of size <mathphrase>2<superscript>i</superscript></mathphrase>, it
  334.        first tries to satisfy the request from the list with index i. If the
  335.        request cannot be satisfied (i.e. the list i is empty), the buddy
  336.        allocator will try to allocate and split a larger block from the list
  337.        with index i + 1. Both of these algorithms are recursive. The
  338.        recursion ends either when there are no blocks to coalesce in the
  339.        former case or when there are no blocks that can be split in the
  340.        latter case.</para>
  341.  
  342.        <!--graphic fileref="images/mm1.png" format="EPS" /-->
  343.  
  344.        <para>This approach greatly reduces external fragmentation of memory
  345.        and helps in allocating bigger continuous blocks of memory aligned to
  346.        their size. On the other hand, the buddy allocator suffers increased
  347.        internal fragmentation of memory and is not suitable for general
  348.        kernel allocations. This purpose is better addressed by the <link
  349.        linkend="slab">slab allocator</link>.</para>
  350.      </section>
  351.  
  352.      <section>
  353.        <title>Implementation</title>
  354.  
  355.        <para>The buddy allocator is, in fact, an abstract framework wich can
  356.        be easily specialized to serve one particular task. It knows nothing
  357.        about the nature of memory it helps to allocate. In order to beat the
  358.        lack of this knowledge, the buddy allocator exports an interface that
  359.        each of its clients is required to implement. When supplied with an
  360.        implementation of this interface, the buddy allocator can use
  361.        specialized external functions to find a buddy for a block, split and
  362.        coalesce blocks, manipulate block order and mark blocks busy or
  363.        available. For precise documentation of this interface, refer to
  364.        <emphasis>"HelenOS Generic Kernel Reference Manual"</emphasis>.</para>
  365.  
  366.        <formalpara>
  367.          <title>Data organization</title>
  368.  
  369.          <para>Each entity allocable by the buddy allocator is required to
  370.          contain space for storing block order number and a link variable
  371.          used to interconnect blocks within the same order.</para>
  372.  
  373.          <para>Whatever entities are allocated by the buddy allocator, the
  374.          first entity within a block is used to represent the entire block.
  375.          The first entity keeps the order of the whole block. Other entities
  376.          within the block are assigned the magic value
  377.          <constant>BUDDY_INNER_BLOCK</constant>. This is especially important
  378.          for effective identification of buddies in a one-dimensional array
  379.          because the entity that represents a potential buddy cannot be
  380.          associated with <constant>BUDDY_INNER_BLOCK</constant> (i.e. if it
  381.          is associated with <constant>BUDDY_INNER_BLOCK</constant> then it is
  382.          not a buddy).</para>
  383.  
  384.          <para>The buddy allocator always uses the first frame to represent
  385.          the frame block. This frame contains <varname>buddy_order</varname>
  386.          variable to provide information about the block size it actually
  387.          represents (
  388.          <mathphrase>2<superscript>buddy_order</superscript></mathphrase>
  389.          frames block). Other frames in block have this value set to magic
  390.          <constant>BUDDY_INNER_BLOCK</constant> that is much greater than
  391.          buddy <varname>max_order</varname> value.</para>
  392.  
  393.          <para>Each <varname>frame_t</varname> also contains pointer member
  394.          to hold frame structure in the linked list inside one order.</para>
  395.        </formalpara>
  396.  
  397.        <formalpara>
  398.          <title>Allocation algorithm</title>
  399.  
  400.          <para>Upon <mathphrase>2<superscript>i</superscript></mathphrase>
  401.          frames block allocation request, allocator checks if there are any
  402.          blocks available at the order list <varname>i</varname>. If yes,
  403.          removes block from order list and returns its address. If no,
  404.          recursively allocates
  405.          <mathphrase>2<superscript>i+1</superscript></mathphrase> frame
  406.          block, splits it into two
  407.          <mathphrase>2<superscript>i</superscript></mathphrase> frame blocks.
  408.          Then adds one of the blocks to the <varname>i</varname> order list
  409.          and returns address of another.</para>
  410.        </formalpara>
  411.  
  412.        <formalpara>
  413.          <title>Deallocation algorithm</title>
  414.  
  415.          <para>Check if block has so called buddy (another free
  416.          <mathphrase>2<superscript>i</superscript></mathphrase> frame block
  417.          that can be linked with freed block into the
  418.          <mathphrase>2<superscript>i+1</superscript></mathphrase> block).
  419.          Technically, buddy is a odd/even block for even/odd block
  420.          respectively. Plus we can put an extra requirement, that resulting
  421.          block must be aligned to its size. This requirement guarantees
  422.          natural block alignment for the blocks coming out the allocation
  423.          system.</para>
  424.  
  425.          <para>Using direct pointer arithmetics,
  426.          <varname>frame_t::ref_count</varname> and
  427.          <varname>frame_t::buddy_order</varname> variables, finding buddy is
  428.          done at constant time.</para>
  429.        </formalpara>
  430.      </section>
  431.    </section>
  432.  
  433.    <section id="slab">
  434.      <title>Slab allocator</title>
  435.  
  436.      <section>
  437.        <title>Overview</title>
  438.  
  439.        <para><termdef><glossterm>Slab</glossterm> represents a contiguous
  440.        piece of memory, usually made of several physically contiguous
  441.        pages.</termdef> <termdef><glossterm>Slab cache</glossterm> consists
  442.        of one or more slabs.</termdef></para>
  443.  
  444.        <para>The majority of memory allocation requests in the kernel are for
  445.        small, frequently used data structures. For this purpose the slab
  446.        allocator is a perfect solution. The basic idea behind the slab
  447.        allocator is to have lists of commonly used objects available packed
  448.        into pages. This avoids the overhead of allocating and destroying
  449.        commonly used types of objects such threads, virtual memory structures
  450.        etc. Also due to the exact allocated size matching, slab allocation
  451.        completely eliminates internal fragmentation issue.</para>
  452.      </section>
  453.  
  454.      <section>
  455.        <title>Implementation</title>
  456.  
  457.        <para><mediaobject id="slab_alloc">
  458.            <imageobject role="html">
  459.              <imagedata fileref="images/slab_alloc.png" format="PNG" />
  460.            </imageobject>
  461.  
  462.            <imageobject role="fop">
  463.              <imagedata fileref="images.vector/slab_alloc.svg" format="SVG" />
  464.            </imageobject>
  465.          </mediaobject></para>
  466.  
  467.        <para>The SLAB allocator is closely modelled after <ulink
  468.        url="http://www.usenix.org/events/usenix01/full_papers/bonwick/bonwick_html/">
  469.        OpenSolaris SLAB allocator by Jeff Bonwick and Jonathan Adams </ulink>
  470.        with the following exceptions: <itemizedlist>
  471.            <listitem>
  472.               empty SLABS are deallocated immediately (in Linux they are kept in linked list, in Solaris ???)
  473.            </listitem>
  474.  
  475.            <listitem>
  476.               empty magazines are deallocated when not needed (in Solaris they are held in linked list in slab cache)
  477.            </listitem>
  478.          </itemizedlist> Following features are not currently supported but
  479.        would be easy to do: <itemizedlist>
  480.            <listitem>
  481.               - cache coloring
  482.            </listitem>
  483.  
  484.            <listitem>
  485.               - dynamic magazine grow (different magazine sizes are already supported, but we would need to adjust allocation strategy)
  486.            </listitem>
  487.          </itemizedlist></para>
  488.  
  489.        <section>
  490.          <title>Magazine layer</title>
  491.  
  492.          <para>Due to the extensive bottleneck on SMP architures, caused by
  493.          global SLAB locking mechanism, making processing of all slab
  494.          allocation requests serialized, a new layer was introduced to the
  495.          classic slab allocator design. Slab allocator was extended to
  496.          support per-CPU caches 'magazines' to achieve good SMP scaling.
  497.          <termdef>Slab SMP perfromance bottleneck was resolved by introducing
  498.          a per-CPU caching scheme called as <glossterm>magazine
  499.          layer</glossterm></termdef>.</para>
  500.  
  501.          <para>Magazine is a N-element cache of objects, so each magazine can
  502.          satisfy N allocations. Magazine behaves like a automatic weapon
  503.          magazine (LIFO, stack), so the allocation/deallocation become simple
  504.          push/pop pointer operation. Trick is that CPU does not access global
  505.          slab allocator data during the allocation from its magazine, thus
  506.          making possible parallel allocations between CPUs.</para>
  507.  
  508.          <para>Implementation also requires adding another feature as the
  509.          CPU-bound magazine is actually a pair of magazines to avoid
  510.          thrashing when during allocation/deallocatiion of 1 item at the
  511.          magazine size boundary. LIFO order is enforced, which should avoid
  512.          fragmentation as much as possible.</para>
  513.  
  514.          <para>Another important entity of magazine layer is the common full
  515.          magazine list (also called a depot), that stores full magazines that
  516.          may be used by any of the CPU magazine caches to reload active CPU
  517.          magazine. This list of magazines can be pre-filled with full
  518.          magazines during initialization, but in current implementation it is
  519.          filled during object deallocation, when CPU magazine becomes
  520.          full.</para>
  521.  
  522.          <para>Slab allocator control structures are allocated from special
  523.          slabs, that are marked by special flag, indicating that it should
  524.          not be used for slab magazine layer. This is done to avoid possible
  525.          infinite recursions and deadlock during conventional slab allocaiton
  526.          requests.</para>
  527.        </section>
  528.  
  529.        <section>
  530.          <title>Allocation/deallocation</title>
  531.  
  532.          <para>Every cache contains list of full slabs and list of partialy
  533.          full slabs. Empty slabs are immediately freed (thrashing will be
  534.          avoided because of magazines).</para>
  535.  
  536.          <para>The SLAB allocator allocates lots of space and does not free
  537.          it. When frame allocator fails to allocate the frame, it calls
  538.          slab_reclaim(). It tries 'light reclaim' first, then brutal reclaim.
  539.          The light reclaim releases slabs from cpu-shared magazine-list,
  540.          until at least 1 slab is deallocated in each cache (this algorithm
  541.          should probably change). The brutal reclaim removes all cached
  542.          objects, even from CPU-bound magazines.</para>
  543.  
  544.          <formalpara>
  545.            <title>Allocation</title>
  546.  
  547.            <para><emphasis>Step 1.</emphasis> When it comes to the allocation
  548.            request, slab allocator first of all checks availability of memory
  549.            in local CPU-bound magazine. If it is there, we would just "pop"
  550.            the CPU magazine and return the pointer to object.</para>
  551.  
  552.            <para><emphasis>Step 2.</emphasis> If the CPU-bound magazine is
  553.            empty, allocator will attempt to reload magazin, swapping it with
  554.            second CPU magazine and returns to the first step.</para>
  555.  
  556.            <para><emphasis>Step 3.</emphasis> Now we are in the situation
  557.            when both CPU-bound magazines are empty, which makes allocator to
  558.            access shared full-magazines depot to reload CPU-bound magazines.
  559.            If reload is succesful (meaning there are full magazines in depot)
  560.            algoritm continues at Step 1.</para>
  561.  
  562.            <para><emphasis>Step 4.</emphasis> Final step of the allocation.
  563.            In this step object is allocated from the conventional slab layer
  564.            and pointer is returned.</para>
  565.          </formalpara>
  566.  
  567.          <formalpara>
  568.            <title>Deallocation</title>
  569.  
  570.            <para><emphasis>Step 1.</emphasis> During deallocation request,
  571.            slab allocator will check if the local CPU-bound magazine is not
  572.            full. In this case we will just push the pointer to this
  573.            magazine.</para>
  574.  
  575.            <para><emphasis>Step 2.</emphasis> If the CPU-bound magazine is
  576.            full, allocator will attempt to reload magazin, swapping it with
  577.            second CPU magazine and returns to the first step.</para>
  578.  
  579.            <para><emphasis>Step 3.</emphasis> Now we are in the situation
  580.            when both CPU-bound magazines are full, which makes allocator to
  581.            access shared full-magazines depot to put one of the magazines to
  582.            the depot and creating new empty magazine. Algoritm continues at
  583.            Step 1.</para>
  584.          </formalpara>
  585.        </section>
  586.      </section>
  587.    </section>
  588.  
  589.    <!-- End of Physmem -->
  590.  </section>
  591.  
  592.  <section>
  593.    <title>Memory sharing</title>
  594.  
  595.    <para>Not implemented yet(?)</para>
  596.  </section>
  597. </chapter>