Re: [RFC 0/4] Object reclaim via the slab allocator V1
From: Marcelo Tosatti
Date: Mon Jul 03 2006 - 21:10:12 EST
On Mon, Jul 03, 2006 at 11:10:15AM -0700, Christoph Lameter wrote:
> On Sun, 2 Jul 2006, Marcelo Tosatti wrote:
>
> > > > I was, of course, referring to the unpleasant requirement that the object
> > > > layout start with an atomic_t.
> > >
> > > Is that such a problem? It reduces the amount of indirect function calls
> > > needed.
> >
> > Need to benchmark I guess.
>
> I think is pretty obvious. With atomic refcounters you can simply scan
> a slab for unused objects without any callbacks. Needing a callback for
> every single object is a waste of resources and will limit reclaim
> efficiency. You would have to do 120 callbacks on some slabs just to
> figure out that it is worth trying to free objects in that
> particular slab block.
Inline the callbacks into a per-cache kmem_cache_reclaim ?
> > I agree with Andrew, an atomic counter to indicate usage of the objects
> > is too simplistic (other than being unpleasant).
>
> Cannot see a valid reason so far to draw that conclusion. With the right
> convention the atomic refcounter can be used as an indicator that the
> object is being freed (refcnt = 0), not in use (refcnt = 1) or in active
> use (refcnt=2). The easy and efficient access to this kind of knowledge
> about an object is essential for reclaim.
But the assumption that "refcnt = 1 implies unused object" is too weak.
For example,
struct dentry {
atomic_t d_count;
unsigned int d_flags; /* protected by d_lock */
d_count can be higher than one _and_ the object freeable. Think of
workloads operating on a large number of directories.
Andrew mentioned:
"That seems like quite a drawback. A single refcount=2 object on the
page means that nothing gets freed from that page at all. It'd be easy
(especially with dcache) to do tons of work without achieving anything."
> > > > How do you propose handling the locking? dcache is passed a bare pointer
> > > > and no locks are held, but it is guaranteed that the object won't be freed
> > > > while it's playing with it?
> > >
> > > The reference counter can be used to insure that the object is not freed.
> >
> > Locking is pretty tricky...
>
> Not at all. You do an atomic_inc_if_not_zero from the destructor and then
> either will hold the object to good or you were unable to increment the
> refcount and therefore you can give up and return because the object
> is already being freed.
And might need locking too.
> The tricky locking part comes later when the destructor has to establish
> the locks to get all links to the object released.
Right.
>
> > What it does is to create a small set callbacks to invoke higher-level
> > code:
> >
> > +struct slab_reclaim_ops {
> > + int (*objp_is_freeable)(void *objp);
> > + int (*objp_release)(void *objp);
> > + int (*objp_lock)(void *objp);
> > + int (*objp_unlock)(void *objp);
> > +};
> >
> > Which are used by generic SLAB code to check for, and release, fully
> > freeable pages (you've seen it before, from last year). It contains a
> > dcache implementation.
>
> Ok. I will have a look at that. But these callbacks are too heavy for my
> taste. A refcounter could avoid all of that.
Inline them.
> > You really need cache specific information, such as the tree nature of
> > dentry references.
>
> Only the cache knows that. The cache provides a destructo. In that
> destructor the tree nature of the dentries can be considered. The
> destructor knows about the tree nature of the slab and that can navigate
> through the dependency structures that the object may be a part of.
>
> > Christoph, I'm afraid that not using the LRU information can be harmful
> > to certain workloads...
>
> It can be very beneficial too since removing the LRU will avoid locking in
> certain situations and it will shrink the objects. We already have lists
> of all the objects in the slab. The LRU is redundant in some way.
Its likely that the logic should consider hints about recent object
usage, for example DCACHE_REFERENCED for dentries. The "callbacks" are
interesting for that purpose too.
> Of course there is the challenge of preserving the LRU like behavior using
> the slab lists. But I think it may be sufficiently approximated by the
> LRU ness of the used slab list and the push back to the partial lists
> whenever we touch a slab during reclaim (we free some objects so the slab
> has to move).
Well, individual object usage is not reflected at all in the slab lists,
is it?
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