# HLSF (Hybrid Layer Segregated Fit) Allocator A constant-time (O(1)) allocator for real-time, high-throughput scenarios. It uses layered size classes with segmented buckets and stores all metadata externally for clean user memory and better cache locality. ## Key Points - O(1) allocate/free with 10 levels: 64B x 16MB; each level split into 1x/2x/3x segments - External metadata (`Entry`, `BucketNode`) in dedicated SLABs; user blocks have no headers - Configurable alignment (>=16B); large block cap per allocation: 32MB - Single-threaded implementation (external sync required for multi-threaded use) ## Quick Use ```csharp using var hlsf = new HybridLayerSegregatedFitAllocator(64 * 1024 * 1024); var h = hlsf.Alloc(1024); Span s = h.BufferHandle; s[0] = 42; hlsf.Free(h); ``` ## Core APIs ### Alloc(uint size) - Purpose: Allocate a block of at least `size` bytes. - Input: `size` in bytes (<= 32MB for internal path; >32MB uses native large allocation). - Output: `HybridLayerSegregatedFitAllocationHandle` with pointer access and `Span`. - Behavior: - Classify into level/segment and pop a matching bucket; escalate segments and levels if empty. - Fallback to overflow bucket or carve 32MB from spare memory if all buckets are empty. - Mark selected `Entry` as Alloc; slice any remainder into `Empty` entries and push to buckets. - For >32MB requests, use `NativeMemory.AlignedAlloc` and mark `EntryState.Large`. ### Free(HybridLayerSegregatedFitAllocationHandle handle) - Purpose: Free a previously allocated block. - Behavior: - Mark the corresponding `Entry` as `Empty`. - Merge with adjacent `Empty` entries in both directions (boundary and level constraints). - Remove merged neighbors from buckets, update position chain, and optionally promote level. - Re-enqueue the final `Entry` into the appropriate bucket. ### Collect() - Purpose: Reclaim and rebalance free entries without touching allocated blocks. - Behavior: - Consolidate fragmented regions where possible and improve bucket coverage. - Intended to be cheap; safe to call between benchmark phases. ## Benchmarks (this run) Environment: .NET 8 (Release), x64, single-thread, arena=3072 MiB. Results from StgSharpDebug/HlsfStressTest. - Free throughput: 1KB x 262,144 -> 38,928,422.9 free/s - Alloc+free pairs: 256B x 5,000,000 -> 25,006,976.9 ops/s - Fragmentation cycle (~512MB): fast recovery in short cycle (see test for details) Representative allocation throughput (higher is better): | Size | Ops | alloc/s (no touch) | alloc/s (touch) | |------|----:|--------------------:|----------------:| | 64B | 2,000,000 | 8,780,467.7 | 17,524,920.4 | | 1KB | 1,572,864 | 8,974,865.4 | 9,585,531.6 | | 4KB | 393,216 | 7,340,392.2 | 6,849,319.4 | | 32KB | 49,152 | 10,376,625.6 | 7,019,407.9 | | 256KB | 6,144 | 16,041,775.5 | 12,842,809.4 | | 512KB | 3,072 | 20,466,355.8 | 14,195,933.5 | | 1MB | 1,536 | 16,916,299.6 | 13,568,904.6 | | 2MB | 768 | 17,985,948.5 | 12,569,558.1 | | 8MB | 192 | 13,426,573.4 | 11,034,482.8 | | 32MB | 48 | 11,162,790.7 | 9,411,764.7 | Notes: - Peak no-touch at 2MB (~17.99M alloc/s). Peak touch near 64B (~17.52M alloc/s). - Non-aligned sizes (e.g., 768B, 3KB) typically lower due to slicing/boundary handling. ## Detailed Design (summary) - - Size classes: levelSizeArray = [64, 256, 1024, 4096, 16384, 65536, 262144, 1048576, 4194304, 16777216] (64B x 4^level) - Segments per level: 1x, 2x, 3x - Buckets: index = 3 * level + segment (overflow bucket for level > 9) - Metadata: Entry (external SLAB, position chain), BucketNode (user region, bucket chain) - Position chain: circular doubly linked list anchored by spare sentinel - Allocation: search buckets by level/segment with escalation; if none, carve 32MB from spare; set Alloc; slice remainder into buckets - Slicing: align to level boundaries, pack contiguous blocks forward/backward to minimize overhead - Free/Merge: bidirectional merge under boundary and level constraints; update buckets; optional level promotion - Alignment: default 16B; internal blocks aligned by slicing/edge calculation - Complexity: average O(1) with bounded levels and constant-time bucket ops - `Entry` (external SLAB): linkage in position chain, `Position`, `Size`, `Level`, `State` - Invariants: near neighbors must form a consistent double-linked ring; `Level` setter validates size vs. level window - `BucketNode` (in user region): `EntryRef`, `NextLevel`, `PreviousLevel`, `IsInBucket` - Position chain: circular doubly linked list anchored by sentinel `_spareMemory` (`State.Spare`) ### Allocation Flow 1) Compute `level` and `segment` from requested `size` 2) Try pop bucket (`TryPopLevelForAllocation(level, segment, out entry)`) and escalate: - Advance `segment` 0¡ú1¡ú2, then `level++`, until `MaxLevel` - If still empty: try pop from overflow bucket (L=10, seg=1) or `TryAllocateNew32MBBlock` 3) On success: bound-check the slice offset; set `entry` to `Alloc` using `SetEntryLevel` 4) If remainder exists in the source region, call `SliceMemory(entry->NextNear, remainder)` to produce free chunks into buckets ### Slicing Logic (`SliceMemory`) - Inputs: `next` entry position, `sizeToSlice` - Compute `offset` and `end` relative to base buffer; pick starting level by trailing-zero count of `offset`: - `i = (BitOperations.TrailingZeroCount(offset) - 6) / 2`, clamped to `¡Ü MaxLevel` - Three phases to cover [offset, end): 1) Forward levels i..N-1: for each level size `size` and `upper=size*4`, align to `edge=((offset+upper-1)/upper)*upper`, pack `count = ((min(edge,end) - offset) / size)` blocks 2) If `i > MaxLevel`: pack in largest upper window on tail 3) Backward i-1..0: fill remaining tail with smaller sizes - For each packed region: allocate new `Entry`, insert before `next`, mark `Empty`, and push corresponding `BucketNode` into the `(level, segment)` bucket (`PushBucketToLevel(i, count-1, b)`) ### Free and Merge (`MergeAndRemoveFromBuckets`) - Given an `Entry` to free (turned `Empty` by caller): - Merge left while neighbor `p` is `Empty`, same `Level`, and within boundary (`AssertBoundary`) - Remove `p` from bucket (`RemoveFromBucket`), expand current, fix `Position`, unlink `p` - Merge right with neighbor `n` by the same rule - Optionally promote `Level` if `Size ¡Ý levelSizeArray[originLevel] * 4` - Ensure `BucketNode.EntryRef` points to the merged entry; caller re-enqueues into the proper bucket ### Buckets - `PushBucketToLevel(level, segment, node)`: push to bucket head, set `IsInBucket`, maintain prev/next - `TryPopLevel(level, segment, out node)`: pop head; if empty, return false - `RemoveFromBucket(level, segment, node)`: unlink from middle or use `TryPopLevel` if it is the head ### Large Allocations and Spare Memory - Requests > 32MB use `NativeMemory.AlignedAlloc(size, align)` and mark `State.Large` - When buckets are empty, `TryAllocateNew32MBBlock` carves a 32MB region from `_spareMemory`, builds an `Empty` entry, and advances the spare pointer ### Alignment - Default `_align = 16`; `AlignOfLevel(level)` returns `min(levelSizeArray[level], _align)` - Internal blocks align to level boundaries by design of slicing/edge calculations ### Complexity and Invariants - Allocate/free are O(1) on average with bounded levels (¡Ü10) and constant-time bucket ops - Invariants guarded by exceptions (e.g., `HLSFPositionChainBreakException`) and pointer consistency checks ## Profiling (hotspots, current workloads) - SliceMemory ~22% (self ~17%) ¡ª slicing and bucket enqueue dominate allocation path - MergeAndRemoveFromBuckets ~13% (self ~12%) ¡ª merge + removal dominate free path - Collect ~7.6% (self ~7.5%) ¡ª low overall cost Focus: reduce per-slice math and bucket ops; add fast-paths for aligned regions; batch/lazy removals after merges.