6.1 KiB
6.1 KiB
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 ★ 16MB; each level split into 1~/2~/3~ 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
using var hlsf = new HybridLayerSegregatedFitAllocator(64 * 1024 * 1024);
var h = hlsf.Alloc(1024);
Span<byte> s = h.BufferHandle; s[0] = 42;
hlsf.Free(h);
Benchmarks (this run)
Environment: .NET 8 (Release), x64, single-thread, arena=3072 MiB. Results from StgSharpDebug/HlsfStressTest.
- Free throughput: 1KB ~ 262,144 ★ 27,062,260.6 free/s
- Alloc+free pairs: 256B ~ 5,000,000 ★ 19,256,409.9 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 | 7,902,555.2 | 14,176,544.8 |
| 1KB | 1,572,864 | 5,794,161.6 | 7,293,856.5 |
| 4KB | 393,216 | 5,210,132.6 | 6,646,372.3 |
| 32KB | 49,152 | 5,931,432.3 | 7,719,199.1 |
| 256KB | 6,144 | 14,663,484.5 | 10,425,929.1 |
| 512KB | 3,072 | 11,054,336.1 | 16,245,372.8 |
| 1MB | 1,536 | 13,391,456.0 | 9,159,212.9 |
| 2MB | 768 | 17,028,824.8 | 11,962,616.8 |
| 8MB | 192 | 13,061,224.5 | 9,142,857.1 |
| 32MB | 48 | 11,707,317.1 | 9,411,764.7 |
Notes:
- Peak no-touch at 2MB (「17.0M alloc/s). Peak touch at 512KB (「16.25M alloc/s).
- Non-aligned sizes (e.g., 768B, 3KB) typically lower due to slicing/boundary handling.
Detailed Design
Size Classes and Segments
- Level sizes:
levelSizeArray = [64, 256, 1024, 4096, 16384, 65536, 262144, 1048576, 4194304, 16777216](64B , 4^L) - Level selection:
GetLevelFromSize(uint S):level = max(0, (log2(S) - 6) / 2)usingBitOperations.LeadingZeroCount
- Segment selection (within a level):
DetermineSegmentIndex(size, level) = (int)((size - 1) / levelSizeArray[level])★ 0/1/2
- Bucket index:
index = 3*level + segment(for L + 9); overflow bucket at^1for level > 9
Metadata Structures
Entry(external SLAB): linkage in position chain,Position,Size,Level,State- Invariants: near neighbors must form a consistent double-linked ring;
Levelsetter validates size vs. level window
- Invariants: near neighbors must form a consistent double-linked ring;
BucketNode(in user region):EntryRef,NextLevel,PreviousLevel,IsInBucket- Position chain: circular doubly linked list anchored by sentinel
_spareMemory(State.Spare)
Allocation Flow
- Compute
levelandsegmentfrom requestedsize - Try pop bucket (
TryPopLevelForAllocation(level, segment, out entry)) and escalate:- Advance
segment0★1★2, thenlevel++, untilMaxLevel - If still empty: try pop from overflow bucket (L=10, seg=1) or
TryAllocateNew32MBBlock
- Advance
- On success: bound-check the slice offset; set
entrytoAllocusingSetEntryLevel - If remainder exists in the source region, call
SliceMemory(entry->NextNear, remainder)to produce free chunks into buckets
Slicing Logic (SliceMemory)
- Inputs:
nextentry position,sizeToSlice - Compute
offsetandendrelative to base buffer; pick starting level by trailing-zero count ofoffset:i = (BitOperations.TrailingZeroCount(offset) - 6) / 2, clamped to+ MaxLevel
- Three phases to cover [offset, end):
- Forward levels i..N-1: for each level size
sizeandupper=size*4, align toedge=((offset+upper-1)/upper)*upper, packcount = ((min(edge,end) - offset) / size)blocks - If
i > MaxLevel: pack in largest upper window on tail - Backward i-1..0: fill remaining tail with smaller sizes
- Forward levels i..N-1: for each level size
- For each packed region: allocate new
Entry, insert beforenext, markEmpty, and push correspondingBucketNodeinto the(level, segment)bucket (PushBucketToLevel(i, count-1, b))
Free and Merge (MergeAndRemoveFromBuckets)
- Given an
Entryto free (turnedEmptyby caller):- Merge left while neighbor
pisEmpty, sameLevel, and within boundary (AssertBoundary)- Remove
pfrom bucket (RemoveFromBucket), expand current, fixPosition, unlinkp
- Remove
- Merge right with neighbor
nby the same rule - Optionally promote
LevelifSize - levelSizeArray[originLevel] * 4 - Ensure
BucketNode.EntryRefpoints to the merged entry; caller re-enqueues into the proper bucket
- Merge left while neighbor
Buckets
PushBucketToLevel(level, segment, node): push to bucket head, setIsInBucket, maintain prev/nextTryPopLevel(level, segment, out node): pop head; if empty, return falseRemoveFromBucket(level, segment, node): unlink from middle or useTryPopLevelif it is the head
Large Allocations and Spare Memory
- Requests > 32MB use
NativeMemory.AlignedAlloc(size, align)and markState.Large - When buckets are empty,
TryAllocateNew32MBBlockcarves a 32MB region from_spareMemory, builds anEmptyentry, and advances the spare pointer
Alignment
- Default
_align = 16;AlignOfLevel(level)returnsmin(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 (+10) and constant-time bucket ops
- Invariants guarded by exceptions (e.g.,
HLSFPositionChainBreakException) and pointer consistency checks
Profiling (hotspots, current workloads)
SliceMemory「22% (self 「17%) ! slicing and bucket enqueue dominate allocation pathMergeAndRemoveFromBuckets「13% (self 「12%) ! merge + removal dominate free pathCollect「7.6% (self 「7.5%) ! low overall cost
Suggested focus: reduce per-slice math and bucket ops; add fast-paths for fully aligned regions; batch/lazy removals after merges.