Re: [RFC][PATCH -mm 1/5] swsusp: Introduce memory bitmaps

From: Pavel Machek
Date: Wed Aug 09 2006 - 07:45:08 EST


Hi!

> Introduce the memory bitmap data structure and make swsusp use in the suspend
> phase.
>
> The current swsusp's internal data structure is not very efficient from the
> memory usage point of view, so it seems reasonable to replace it with a data
> structure that will require less memory, such as a pair of bitmaps.
>
> The idea is to use bitmaps that may be allocated as sets of individual pages,
> so that we can avoid making allocations of order greater than 0. For this
> reason the memory bitmap structure consists of several linked lists of objects
> that contain pointers to memory pages with the actual bitmap data. Still, for
> a typical system all of these lists fit in a single page, so it's reasonable
> to introduce an additional mechanism allowing us to allocate all of them
> efficiently without sacrificing the generality of the design. This is done
> with the help of the chain_allocator structure and associated functions.
>
> We need to use two memory bitmaps during the suspend phase of the
> suspend-resume cycle. One of them is necessary for marking the saveable
> pages, and the second is used to mark the pages in which to store the copies
> of them (aka image pages).
>
> First, the bitmaps are created and we allocate as many image pages as needed
> (the corresponding bits in the second bitmap are set as soon as the pages are
> allocated). Second, the bits corresponding to the saveable pages are set in
> the first bitmap and the saveable pages are copied to the image pages.
> Finally, the first bitmap is used to save the kernel virtual addresses of the
> saveable pages and the second one is used to save the contents of the image
> pages.

Maybe that bitmap code should go to kernel/power/bitmaps.c or
something?

> +static inline void bm_position_reset_chunk(struct memory_bitmap *bm)
> +{
> + bm->cur.chunk = 0;
> + bm->cur.bit = -1;
> +}
> +
> +static void bm_position_reset(struct memory_bitmap *bm)
> +{
> + struct zone_bitmap *zone_bm;
> +
> + zone_bm = bm->zone_bm_list;
> + bm->cur.zone_bm = zone_bm;
> + bm->cur.block = zone_bm->bm_blocks;
> + bm_position_reset_chunk(bm);
> +}
> +
> +static void free_memory_bm(struct memory_bitmap *bm, int
> clear_nosave_free);

All your other functions use bm_XXX, this is XXX_bm. Well, you are
mixing it rather freely..

> +/**
> + * memory_bm_set_bit - set the bit in the bitmap @bm that corresponds
> + * to given pfn. The cur_zone_bm member of @bm and the cur_block member
> + * of @bm->cur_zone_bm are updated.
> + *
> + * If the bit cannot be set, the function returns -EINVAL .
> + */
> +
> +static int
> +memory_bm_set_bit(struct memory_bitmap *bm, unsigned long pfn)
> +{
> + struct zone_bitmap *zone_bm;
> + struct bm_block *bb;
> +
> + /* Check if the pfn is from the current zone */
> + zone_bm = bm->cur.zone_bm;
> + if (pfn < zone_bm->start_pfn || pfn >= zone_bm->end_pfn) {
> + zone_bm = bm->zone_bm_list;
> + /* We don't assume that the zones are sorted by pfns */
> + while (pfn < zone_bm->start_pfn || pfn >= zone_bm->end_pfn) {
> + zone_bm = zone_bm->next;
> + if (unlikely(!zone_bm))
> + return -EINVAL;
> + }
> + bm->cur.zone_bm = zone_bm;
> + }
> + /* Check if the pfn corresponds to the current bitmap block */
> + bb = zone_bm->cur_block;
> + if (pfn < bb->start_pfn)
> + bb = zone_bm->bm_blocks;
> +
> + while (pfn >= bb->end_pfn) {
> + bb = bb->next;
> + if (unlikely(!bb))
> + return -EINVAL;
> + }
> + zone_bm->cur_block = bb;
> + pfn -= bb->start_pfn;
> + set_bit(pfn % BM_BITS_PER_CHUNK, bb->data + pfn / BM_BITS_PER_CHUNK);
> + return 0;
> +}

It seems like this will not really introduce O(n^2) behaviour, since
you are starting from last position each time?

You have my ACK here, but maybe it should go _after_ 4/5 and 5/5?
Those are simple cleanups, this has break-something-potential and
should rest in -mm for a while.

Pavel

--
(english) http://www.livejournal.com/~pavelmachek
(cesky, pictures) http://atrey.karlin.mff.cuni.cz/~pavel/picture/horses/blog.html
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