/* * Bitmap of bitmaps, where each layer is number-of-bits-per-word smaller than * the previous. Hence an 'axmap', since we axe each previous layer into a * much smaller piece. I swear, that is why it's named like that. It has * nothing to do with anything remotely narcissistic. * * A set bit at layer N indicates a full word at layer N-1, and so forth. As * the bitmap becomes progressively more full, checking for existence * becomes cheaper (since fewer layers are walked, making it a lot more * cache friendly) and locating the next free space likewise. * * Axmaps get pretty close to optimal (1 bit per block) space usage, since * layers quickly diminish in size. Doing the size math is straight forward, * since we have log64(blocks) layers of maps. For 20000 blocks, overhead * is roughly 1.9%, or 1.019 bits per block. The number quickly converges * towards 1.0158, or 1.58% of overhead. */ #include #include #include #include #include "../arch/arch.h" #include "axmap.h" #include "../minmax.h" #if BITS_PER_LONG == 64 #define UNIT_SHIFT 6 #elif BITS_PER_LONG == 32 #define UNIT_SHIFT 5 #else #error "Number of arch bits unknown" #endif #define BLOCKS_PER_UNIT (1U << UNIT_SHIFT) #define BLOCKS_PER_UNIT_MASK (BLOCKS_PER_UNIT - 1) static const unsigned long bit_masks[] = { 0x0000000000000000, 0x0000000000000001, 0x0000000000000003, 0x0000000000000007, 0x000000000000000f, 0x000000000000001f, 0x000000000000003f, 0x000000000000007f, 0x00000000000000ff, 0x00000000000001ff, 0x00000000000003ff, 0x00000000000007ff, 0x0000000000000fff, 0x0000000000001fff, 0x0000000000003fff, 0x0000000000007fff, 0x000000000000ffff, 0x000000000001ffff, 0x000000000003ffff, 0x000000000007ffff, 0x00000000000fffff, 0x00000000001fffff, 0x00000000003fffff, 0x00000000007fffff, 0x0000000000ffffff, 0x0000000001ffffff, 0x0000000003ffffff, 0x0000000007ffffff, 0x000000000fffffff, 0x000000001fffffff, 0x000000003fffffff, 0x000000007fffffff, 0x00000000ffffffff, #if BITS_PER_LONG == 64 0x00000001ffffffff, 0x00000003ffffffff, 0x00000007ffffffff, 0x0000000fffffffff, 0x0000001fffffffff, 0x0000003fffffffff, 0x0000007fffffffff, 0x000000ffffffffff, 0x000001ffffffffff, 0x000003ffffffffff, 0x000007ffffffffff, 0x00000fffffffffff, 0x00001fffffffffff, 0x00003fffffffffff, 0x00007fffffffffff, 0x0000ffffffffffff, 0x0001ffffffffffff, 0x0003ffffffffffff, 0x0007ffffffffffff, 0x000fffffffffffff, 0x001fffffffffffff, 0x003fffffffffffff, 0x007fffffffffffff, 0x00ffffffffffffff, 0x01ffffffffffffff, 0x03ffffffffffffff, 0x07ffffffffffffff, 0x0fffffffffffffff, 0x1fffffffffffffff, 0x3fffffffffffffff, 0x7fffffffffffffff, 0xffffffffffffffff #endif }; /** * struct axmap_level - a bitmap used to implement struct axmap * @level: Level index. Each map has at least one level with index zero. The * higher the level index, the fewer bits a struct axmap_level contains. * @map_size: Number of elements of the @map array. * @map: A bitmap with @map_size elements. */ struct axmap_level { int level; unsigned long map_size; unsigned long *map; }; /** * struct axmap - a set that can store numbers 0 .. @nr_bits - 1 * @nr_level: Number of elements of the @levels array. * @levels: struct axmap_level array in which lower levels contain more bits * than higher levels. * @nr_bits: One more than the highest value stored in the set. */ struct axmap { unsigned int nr_levels; struct axmap_level *levels; uint64_t nr_bits; }; /* Remove all elements from the @axmap set */ void axmap_reset(struct axmap *axmap) { int i; for (i = 0; i < axmap->nr_levels; i++) { struct axmap_level *al = &axmap->levels[i]; memset(al->map, 0, al->map_size * sizeof(unsigned long)); } } void axmap_free(struct axmap *axmap) { unsigned int i; if (!axmap) return; for (i = 0; i < axmap->nr_levels; i++) free(axmap->levels[i].map); free(axmap->levels); free(axmap); } /* Allocate memory for a set that can store the numbers 0 .. @nr_bits - 1. */ struct axmap *axmap_new(unsigned long nr_bits) { struct axmap *axmap; unsigned int i, levels; axmap = malloc(sizeof(*axmap)); if (!axmap) return NULL; levels = 1; i = (nr_bits + BLOCKS_PER_UNIT - 1) >> UNIT_SHIFT; while (i > 1) { i = (i + BLOCKS_PER_UNIT - 1) >> UNIT_SHIFT; levels++; } axmap->nr_levels = levels; axmap->levels = calloc(axmap->nr_levels, sizeof(struct axmap_level)); if (!axmap->levels) goto free_axmap; axmap->nr_bits = nr_bits; for (i = 0; i < axmap->nr_levels; i++) { struct axmap_level *al = &axmap->levels[i]; al->level = i; al->map_size = (nr_bits + BLOCKS_PER_UNIT - 1) >> UNIT_SHIFT; al->map = malloc(al->map_size * sizeof(unsigned long)); if (!al->map) goto free_levels; nr_bits = (nr_bits + BLOCKS_PER_UNIT - 1) >> UNIT_SHIFT; } axmap_reset(axmap); return axmap; free_levels: for (i = 0; i < axmap->nr_levels; i++) free(axmap->levels[i].map); free(axmap->levels); free_axmap: free(axmap); return NULL; } /* * Call @func for each level, starting at level zero, until a level is found * for which @func returns true. Return false if none of the @func calls * returns true. */ static bool axmap_handler(struct axmap *axmap, uint64_t bit_nr, bool (*func)(struct axmap_level *, unsigned long, unsigned int, void *), void *data) { struct axmap_level *al; uint64_t index = bit_nr; int i; for (i = 0; i < axmap->nr_levels; i++) { unsigned long offset = index >> UNIT_SHIFT; unsigned int bit = index & BLOCKS_PER_UNIT_MASK; al = &axmap->levels[i]; if (func(al, offset, bit, data)) return true; if (index) index >>= UNIT_SHIFT; } return false; } /* * Call @func for each level, starting at the highest level, until a level is * found for which @func returns true. Return false if none of the @func calls * returns true. */ static bool axmap_handler_topdown(struct axmap *axmap, uint64_t bit_nr, bool (*func)(struct axmap_level *, unsigned long, unsigned int, void *)) { int i; for (i = axmap->nr_levels - 1; i >= 0; i--) { unsigned long index = bit_nr >> (UNIT_SHIFT * i); unsigned long offset = index >> UNIT_SHIFT; unsigned int bit = index & BLOCKS_PER_UNIT_MASK; if (func(&axmap->levels[i], offset, bit, NULL)) return true; } return false; } struct axmap_set_data { unsigned int nr_bits; unsigned int set_bits; }; /* * Set at most @__data->nr_bits bits in @al at offset @offset. Do not exceed * the boundary of the element at offset @offset. Return the number of bits * that have been set in @__data->set_bits if @al->level == 0. */ static bool axmap_set_fn(struct axmap_level *al, unsigned long offset, unsigned int bit, void *__data) { struct axmap_set_data *data = __data; unsigned long mask, overlap; unsigned int nr_bits; nr_bits = min(data->nr_bits, BLOCKS_PER_UNIT - bit); mask = bit_masks[nr_bits] << bit; /* * Mask off any potential overlap, only sets contig regions */ overlap = al->map[offset] & mask; if (overlap == mask) { data->set_bits = 0; return true; } if (overlap) { nr_bits = ffz(~overlap) - bit; if (!nr_bits) return true; mask = bit_masks[nr_bits] << bit; } assert(mask); assert(!(al->map[offset] & mask)); al->map[offset] |= mask; if (!al->level) data->set_bits = nr_bits; /* For the next level */ data->nr_bits = 1; return al->map[offset] != -1UL; } /* * Set up to @data->nr_bits starting from @bit_nr in @axmap. Start at * @bit_nr. If that bit has not yet been set then set it and continue until * either @data->nr_bits have been set or a 1 bit is found. Store the number * of bits that have been set in @data->set_bits. It is guaranteed that all * bits that have been requested to set fit in the same unsigned long word of * level 0 of @axmap. */ static void __axmap_set(struct axmap *axmap, uint64_t bit_nr, struct axmap_set_data *data) { unsigned int nr_bits = data->nr_bits; if (bit_nr > axmap->nr_bits) return; else if (bit_nr + nr_bits > axmap->nr_bits) nr_bits = axmap->nr_bits - bit_nr; assert(nr_bits <= BLOCKS_PER_UNIT); axmap_handler(axmap, bit_nr, axmap_set_fn, data); } void axmap_set(struct axmap *axmap, uint64_t bit_nr) { struct axmap_set_data data = { .nr_bits = 1, }; __axmap_set(axmap, bit_nr, &data); } /* * Set up to @nr_bits starting from @bit in @axmap. Start at @bit. If that * bit has not yet been set then set it and continue until either @nr_bits * have been set or a 1 bit is found. Return the number of bits that have been * set. */ unsigned int axmap_set_nr(struct axmap *axmap, uint64_t bit_nr, unsigned int nr_bits) { unsigned int set_bits = 0; do { struct axmap_set_data data = { .nr_bits = nr_bits, }; unsigned int max_bits, this_set; max_bits = BLOCKS_PER_UNIT - (bit_nr & BLOCKS_PER_UNIT_MASK); if (nr_bits > max_bits) data.nr_bits = max_bits; this_set = data.nr_bits; __axmap_set(axmap, bit_nr, &data); set_bits += data.set_bits; if (data.set_bits != this_set) break; nr_bits -= data.set_bits; bit_nr += data.set_bits; } while (nr_bits); return set_bits; } static bool axmap_isset_fn(struct axmap_level *al, unsigned long offset, unsigned int bit, void *unused) { return (al->map[offset] & (1UL << bit)) != 0; } bool axmap_isset(struct axmap *axmap, uint64_t bit_nr) { if (bit_nr <= axmap->nr_bits) return axmap_handler_topdown(axmap, bit_nr, axmap_isset_fn); return false; } /* * Find the first free bit that is at least as large as bit_nr. Return * -1 if no free bit is found before the end of the map. */ static uint64_t axmap_find_first_free(struct axmap *axmap, uint64_t bit_nr) { int i; unsigned long temp; unsigned int bit; uint64_t offset, base_index, index; struct axmap_level *al; index = 0; for (i = axmap->nr_levels - 1; i >= 0; i--) { al = &axmap->levels[i]; /* Shift previously calculated index for next level */ index <<= UNIT_SHIFT; /* * Start from an index that's at least as large as the * originally passed in bit number. */ base_index = bit_nr >> (UNIT_SHIFT * i); if (index < base_index) index = base_index; /* Get the offset and bit for this level */ offset = index >> UNIT_SHIFT; bit = index & BLOCKS_PER_UNIT_MASK; /* * If the previous level had unused bits in its last * word, the offset could be bigger than the map at * this level. That means no free bits exist before the * end of the map, so return -1. */ if (offset >= al->map_size) return -1ULL; /* Check the first word starting with the specific bit */ temp = ~bit_masks[bit] & ~al->map[offset]; if (temp) goto found; /* * No free bit in the first word, so iterate * looking for a word with one or more free bits. */ for (offset++; offset < al->map_size; offset++) { temp = ~al->map[offset]; if (temp) goto found; } /* Did not find a free bit */ return -1ULL; found: /* Compute the index of the free bit just found */ index = (offset << UNIT_SHIFT) + ffz(~temp); } /* If found an unused bit in the last word of level 0, return -1 */ if (index >= axmap->nr_bits) return -1ULL; return index; } /* * 'bit_nr' is already set. Find the next free bit after this one. * Return -1 if no free bits found. */ uint64_t axmap_next_free(struct axmap *axmap, uint64_t bit_nr) { uint64_t ret; uint64_t next_bit = bit_nr + 1; unsigned long temp; uint64_t offset; unsigned int bit; if (bit_nr >= axmap->nr_bits) return -1ULL; /* If at the end of the map, wrap-around */ if (next_bit == axmap->nr_bits) next_bit = 0; offset = next_bit >> UNIT_SHIFT; bit = next_bit & BLOCKS_PER_UNIT_MASK; /* * As an optimization, do a quick check for a free bit * in the current word at level 0. If not found, do * a topdown search. */ temp = ~bit_masks[bit] & ~axmap->levels[0].map[offset]; if (temp) { ret = (offset << UNIT_SHIFT) + ffz(~temp); /* Might have found an unused bit at level 0 */ if (ret >= axmap->nr_bits) ret = -1ULL; } else ret = axmap_find_first_free(axmap, next_bit); /* * If there are no free bits starting at next_bit and going * to the end of the map, wrap around by searching again * starting at bit 0. */ if (ret == -1ULL && next_bit != 0) ret = axmap_find_first_free(axmap, 0); return ret; }