// Copyright (c) 2018 PaddlePaddle Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #pragma once #include #include #include #include "paddle/fluid/memory/allocation/allocator.h" namespace paddle { namespace memory { namespace allocation { namespace details { struct Chunk { bool is_free{true}; // Offset to the base allocation. uintptr_t offset_; size_t size_; }; // Here we use std::list to maintain chunk list. // NOTE(yy): The traditional implementation of ChunkList is add `prev`/`next` // pointers in `Chunk`, and split the allocation as `ChunkHeader` and // `Payload`. Such as // *-------*---------------*---------------*--------------* // | Chunk | prev_ pointer | next_ pointer | payload .... | // *-------*---------------*---------------*--------------* // This implementation can just return a raw pointer, and we can get the list // structure by the raw pointer. However, we cannot use the same code on GPU // since CPU cannot access GPU memory directly. // // So we choose to use `std::list` and return an allocation instance, which // contains the list node iterator, then we can unify CPU/GPU code. // // To return an allocation is not a bad idea, since Tensor/Vector should holds // an allocation instead of raw pointer directly. using ChunkList = std::list; // Here we use a multi-level map of free chunks. // the map is // MSB offset --> size --> [ChunkList::iterator] // // The time complexities: // find a free chunk: // O(logN), // where N is the number of free nodes with the same MSB offset. // find the position of a chunk iterator: // O(logN + K), // where N is the number of free nodes with the same MSB offset. // where K is the number of free nodes with the same size. // insert a free chunk: // O(logN), // where N is the number of free nodes with the same MSB offset. // erase a free chunk: // O(1) using FreeChunkBin = std::array, sizeof(size_t) * 8>; } // namespace details class BestFitAllocator; // The BestFitAllocation maintain the List Node iterator. class BestFitAllocation : public Allocation { private: using ListIt = typename details::ChunkList::iterator; public: BestFitAllocation(BestFitAllocator* allocator, ListIt chunk_it); const ListIt& ChunkIterator() const { return chunk_it_; } private: typename details::ChunkList::iterator chunk_it_; }; // TODO(yy): Current BestFitAllocator is not thread-safe. To make it thread // safe, we must wrap a locked_allocator. However, we can implement a thread // safe allocator by locking each bin and chunks list independently. It will // make BestFitAllocator faster in multi-thread situation. // // This allocator implements a best-fit allocator with merging the free nodes. // // To allocate a buffer, it will find the best-fit chunk. If the best-fit chunk // is larger than request size, the original block will be split into two // chunks. The first block will be used and the second block will be put into // free chunks. // // To free an allocation, it will set the chunk of allocation to free and merge // the prev-chunk and the next-chunk when possible. class BestFitAllocator : public Allocator { public: explicit BestFitAllocator(Allocation* allocation); void* BasePtr() const { return allocation_->ptr(); } const platform::Place& Place() const { return allocation_->place(); } size_t NumFreeChunks() const; private: size_t FreeSize() const; using MapIt = typename details::FreeChunkBin::value_type::iterator; using ListIt = typename details::ChunkList::iterator; ListIt SplitChunk(size_t request_size, size_t free_chunk_offset, MapIt bin_iterator); void EraseFreeNode(const ListIt& it); void InsertFreeNode(const ListIt& it); protected: void FreeImpl(Allocation* allocation) override; Allocation* AllocateImpl(size_t size) override; private: Allocation* allocation_; // not owned details::ChunkList chunks_; details::FreeChunkBin free_chunks_; }; } // namespace allocation } // namespace memory } // namespace paddle