Why should userspace applications lock Ebpf maps? - linux-kernel

When you create EBPF maps, memory is allocated in kernel space. And kernel memory never gets swapped out. Then, why is there a need for the userspace application to call setrlimit() with RLIMIT_MEMLOCK?

RLIMIT_MEMLOCK refers to the amount of memory that may be locked into RAM, it is not specific to allocations in the user space memory address range. On pre-5.11 kernels, memory used for eBPF objects (programs, maps, BTF objects etc.) is accounted against this resource, meaning that if you create too many of them at a given time, or even in a short interval of time (given that there is a small delay after the deletion of an object before the kernel reclaims the corresponding memory area), you may hit the resource limit and get a -EPERM as an answer. For privileged users, calling setrlimit() to lift the restrictions on this resource is the usual workaround indeed.
Note that in Linux 5.11, rlimit-based accounting was dropped in favour of cgroup-based memory accounting. The rlimit had a number of downsides (refer to the cover letter linked above for details), and the cgroup-based accounting is more flexible, while allowing a better control and offering easier ways to retrieve the current amount of memory used. It should also reflect the actual memory consumption, while this was not necessarily the case with rlimit.

Related

Variable allocation and tracking

I started searching and reading about ALDS and memory management recently after I got a doubt about memory allocation, and after a couple of days of study I learnt a lot of things about memory management but the actual doubt remains unsolved.
So the doubt is, while allocating memory to a variable, how exactly does the system know which block of memory is available and which is free, and similarly when we destruct an object or set a variable as null or when GC frees up some memory, what exactly does it do with that block of memory, as I know the actual data is never erased on deletion, that block just gets marked as free somewhere in some table, but does that table keep track of each and every bit on the memory, if yes then wouldn't that become a lot of data in itself to store?
For an example, if I declare a linked list, then a block will be allocated in heap with it's next block having null value as there is no other node to reference, now as I keep adding more nodes into it, system will keep allocating more blocks each containing reference to next one. Now these blocks can be present on random locations depending on the availability of memory at allocation time, and can only be accessed through their proceeding nodes.
So now, for any given block of memory, how the system will know if its free and has just garbage value in it, or its actually a node of some linked list.
On a modern operating system the process has a logical, linear address space. Part of that address space is reserved for the system and is common to all processes. Some of the address space may be reserved but most of the remainder is available to the process.
The address space is defined by PAGE TABLES. The structure of the page table is defined by the processor but the operating system maintains a table for each process. Memory is allocated to a process in PAGES. The smallest I am aware of is 512 bytes but the size can go up to a megabyte or even larger in some processors and some processor configurations.The size is always a power of 2.
The page table defines:
Whether an page has actually been mapped to the process
Whether the pages has a corresponding physical memory location
If so, the mapping to that physical location.
There operating system only knows about pages.
At the next level down there are memory managers. These are not part of the operating system. Memory managers manage heaps that consist of pages allocated by the operating system. The memory manage has to keep track of the heap size and what memory has been allocated within it.
Memory managers operate is a huge number of different ways. There are malloc/free implementations galore that you can link into your code to get different behaviors.

Could someone help me understand VkPhysicalDeviceMemoryProperties?

I'm trying to figure it out, but I'm getting a little stuck.
The way the types and heaps are related is simple, if a bit strange. (why not just give VkMemoryHeap a VkMemoryType member?)
I think I understand what all the VkMemoryPropertyFlags mean, they seem fairly straightforward.
But what's with the VkMemoryHeap.flags member? It apparently only has one non-zero valid value, VkMemoryHeapFlagBits.VK_MEMORY_HEAP_DEVICE_LOCAL_BIT, and though that wouldn't be too odd on it's own, but there's also a VkMemoryPropertyFlagBits.VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT that could be present on the memory type of the heap.
What does the VkMemoryHeap.flags member mean and how does it relate to the VkMemoryType.flags member?
Vulkan recognizes two distinct concepts when it comes to memory. There are the actual physical pieces of RAM that the device can talk to. Then there are ways to allocate memory from one of those pools of RAM.
A heap represents a specific piece of RAM. VkMemoryHeap is the object that describes one of the available heaps of RAM that the device can talk to. There really aren't that many things that define a particular heap. Just two: the number of bytes of that RAMs storage and the storage's location relative to the Vulkan device (local vs. non-local).
A memory type is a particular means of allocating memory from a specific heap. VkMemoryType is the object that describes a particular way of allocating memory. And there are a lot more descriptive flags for how you can allocate memory from a heap.
For a more concrete example, consider a standard PC setup with a discrete GPU. The device has its own local RAM, but the discrete GPU can also access CPU memory. So a Vulkan device will have two heaps: one of them will be local, the other non-local.
However, there will usually be more than two memory types. You usually have one memory type that represents local memory, which does not have the VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT set. That means you can't map the memory; you can only access it via transfer operations from some other memory type (or from rendering operations or whatever).
But you will often have two memory types that both use the same non-local heap. They will both be VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, thus allowing mapping. However, one of them will likely have the VK_MEMORY_PROPERTY_HOST_CACHED_BIT flag set, while the other will be VK_MEMORY_PROPERTY_HOST_COHERENT_BIT. This allows you to choose whether you want cached CPU access (thus requiring an explicit flush of ranges of modified memory) or uncached CPU access.
But while they are two separate memory types, they both allocate from the same heap. Which is why VkMemoryType has an index that refers to the heap who's memory it is allocating from.
Only thing I'm not getting is how the two DEVICE_LOCAL flags interact.
Did you look at the specification? It's not exactly hiding how this works:
if propertyFlags has the VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT bit set, memory allocated with this type is the most efficient for device access. This property will only be set for memory types belonging to heaps with the VK_MEMORY_HEAP_DEVICE_LOCAL_BIT set.
Is it saying that if the memory is local then all types corresponding to that memory are local, or that they can be local?
You seem to be trying to impose the wrong meaning to these things. Just look at what the specification says and take it at face value.
PROPERTY_DEVICE_LOCAL denotes a memory type which will achieve the best device access performance. The only connection between this and MEMORY_DEVICE_LOCAL is that memory types with PROPERTY_DEVICE_LOCAL will only be associated with memory heaps that use MEMORY_DEVICE_LOCAL.
That's the only relevant meaning here.
If you want an example of when a memory heap would be device local, yet have memory types that aren't, consider a GPU that has no memory of its own. There's only one heap, which is therefore MEMORY_DEVICE_LOCAL.
However, allocating memory from that pool in a way that makes it host-visible may decrease the performance of device access to that memory. Therefore, for such hardware, the host-visible memory types for the same heap will not use PROPERTY_DEVICE_LOCAL.
Then again, other hardware doesn't lose performance from making memory host-visible. So they only have one memory type, which has all of the available properties. For Intel, their on-chip GPUs apparently have access to some level of the CPU's caches.

Why is the kernel concerned about issuing PHYSICALLY contiguous pages?

When a process requests physical memory pages from the Linux kernel, the kernel does its best to provide a block of pages that are physically contiguous in memory. I was wondering why it matters that the pages are PHYSICALLY contiguous; after all, the kernel can obscure this fact by simply providing pages that are VIRTUALLY contiguous.
Yet the kernel certainly tries its hardest to provide pages that are PHYSICALLY contiguous, so I'm trying to figure out why physical contiguity matters so much. I did some research &, across a few sources, uncovered the following reasons:
1) makes better use of the cache & achieves lower avg memory access times (GigaQuantum: I don’t understand: how?)
2) you have to fiddle with the kernel page tables in order to map pages that AREN’T physically contiguous (GigaQuantum: I don’t understand this one: isn’t each page mapped separately? What fiddling has to be done?)
3) mapping pages that aren’t physically contiguous leads to greater TLB thrashing (GigaQuantum: I don’t understand: how?)
Per the comments I inserted, I don't really understand these 3 reasons. Nor did any of my research sources adequately explain/justify these 3 reasons. Can anyone explain these in a little more detail?
Thanks! Will help me to better understand the kernel...
The main answer really lies in your second point. Typically, when memory is allocated within the kernel, it isn't mapped at allocation time - instead, the kernel maps as much physical memory as it can up-front, using a simple linear mapping. At allocation time it just carves out some of this memory for the allocation - since the mapping isn't changed, it has to already be contiguous.
The large, linear mapping of physical memory is efficient: both because large pages can be used for it (which take up less space for page table entries and less TLB entries), and because altering the page tables is a slow process (so you want to avoid doing this at allocation/deallocation time).
Allocations that are only logically linear can be requested, using the vmalloc() interface rather than kmalloc().
On 64 bit systems the kernel's mapping can encompass the entireity of physical memory - on 32 bit systems (except those with a small amount of physical memory), only a proportion of physical memory is directly mapped.
Actually the behavior of memory allocation you describe is common for many OS kernels and the main reason is kernel physical pages allocator. Typically, kernel has one physical pages allocator that is used for allocation of pages for both kernel space (including pages for DMA) and user space. In kernel space you need continuos memory, because it's expensive (for in-kernel code) to map pages every time you need them. On x86_64, for example, it's completely worthless because kernel can see the whole address space (on 32bit systems there's 4G limitation of virtual address space, so typically top 1G are dedicated to kernel and bottom 3G to user-space).
Linux kernel uses buddy algorithm for page allocation, so that allocation of bigger chunk takes fewer iterations than allocation of smaller chunk (well, smaller chunks are obtained by splitting bigger chunks). Moreover, using of one allocator for both kernel space and user space allows the kernel to reduce fragmentation. Imagine that you allocate pages for user space by 1 page per iteration. If user space needs N pages, you make N iterations. What happens if kernel wants some continuos memory then? How can it build big enough continuos chunk if you stole 1 page from each big chunk and gave them to user space?
[update]
Actually, kernel allocates continuos blocks of memory for user space not as frequently as you might think. Sure, it allocates them when it builds ELF image of a file, when it creates readahead when user process reads a file, it creates them for IPC operations (pipe, socket buffers) or when user passes MAP_POPULATE flag to mmap syscall. But typically kernel uses "lazy" page loading scheme. It gives continuos space of virtual memory to user-space (when user does malloc first time or does mmap), but it doesn't fill the space with physical pages. It allocates pages only when page fault occurs. The same is true when user process does fork. In this case child process will have "read-only" address space. When child modifies some data, page fault occurs and kernel replaces the page in child address space with a new one (so that parent and child have different pages now). Typically kernel allocates only one page in these cases.
Of course there's a big question of memory fragmentation. Kernel space always needs continuos memory. If kernel would allocate pages for user-space from "random" physical locations, it'd be much more hard to get big chunk of continuos memory in kernel after some time (for example after a week of system uptime). Memory would be too fragmented in this case.
To solve this problem kernel uses "readahead" scheme. When page fault occurs in an address space of some process, kernel allocates and maps more than one page (because there's possibility that process will read/write data from the next page). And of course it uses physically continuos block of memory (if possible) in this case. Just to reduce potential fragmentation.
A couple of that I can think of:
DMA hardware often accesses memory in terms of physical addresses. If you have multiple pages worth of data to transfer from hardware, you're going to need a contiguous chunk of physical memory to do so. Some older DMA controllers even require that memory to be located at low physical addresses.
It allows the OS to leverage large pages. Some memory management units allow you to use a larger page size in your page table entries. This allows you to use fewer page table entries (and TLB slots) to access the same quantity of virtual memory. This reduces the likelihood of a TLB miss. Of course, if you want to allocate a 4MB page, you're going to need 4MB of contiguous physical memory to back it.
Memory-mapped I/O. Some devices could be mapped to I/O ranges that require a contiguous range of memory that spans multiple frames.
Contiguous or Non-Contiguous Memory Allocation request from the kernel depends on your application.
E.g. of Contiguous memory allocation: If you require a DMA operation to be performed then you will be requesting the contiguous memory through kmalloc() call as DMA operation requires a memory which is also physically contiguous , as in DMA you will provide only the starting address of the memory chunk and the other device will read or write from that location.
Some of the operation do not require the contiguous memory so you can request a memory chunk through vmalloc() which gives the pointer to non contagious physical memory.
So it is entirely dependent on the application which is requesting the memory.
Please remember that it is a good practice that if you are requesting the contiguous memory than it should be need based only as kernel is trying best to allocation the memory which is physically contiguous.Well kmalloc() and vmalloc() has their limits also.
Placing things we are going to be reading a lot physically close together takes advantage of spacial locality, things we need are more likely to be cached.
Not sure about this one
I believe this means if pages are not contiguous, the TLB has to do more work to find out where they all are. If they are contigous, we can express all the pages for a processes as PAGES_START + PAGE_OFFSET. If they aren't, we need to store a seperate index for all of the pages of a given processes. Because the TLB has a finite size and we need to access more data, this means we will be swapping in and out a lot more.
kernel does not need physically contiguous pages actually it just needs efficencies ans stabilities.
monolithic kernel tends to have one page table for kernel space shared among processes
and does not want page faults on kernel space that makes kernel designs too complex
so usual implementations on 32 bit architecture is always 3g/1g split for 4g address space
for 1g kernel space, normal mappings of code and data should not generate recursive page faults that is too complex to manage:
you need to find empty page frames, create mapping on mmu, and handle tlb flush for new mappings on every kernel side page fault
kernel is already busy of doing user side page faults
furthermore, 1:1 linear mapping could have much less page table entries because it can utilize bigger size of page unit (>4kb)
less entries leads to less tlb misses.
so buddy allocator on kernel linear address space always provides physically contiguous page frames
even most codes doesn't need contiguous frames
but many device drivers which need contiguous page frames already believe that allocated buffers through general kernel allocator are physically contiguous

Does calling free or delete ever release memory back to the "system"

Here's my question: Does calling free or delete ever release memory back to the "system". By system I mean, does it ever reduce the data segment of the process?
Let's consider the memory allocator on Linux, i.e ptmalloc.
From what I know (please correct me if I am wrong), ptmalloc maintains a free list of memory blocks and when a request for memory allocation comes, it tries to allocate a memory block from this free list (I know, the allocator is much more complex than that but I am just putting it in simple words). If, however, it fails, it gets the memory from the system using say sbrk or brk system calls. When a memory is free'd, that block is placed in the free list.
Now consider this scenario, on peak load, a lot of objects have been allocated on heap. Now when the load decreases, the objects are free'd. So my question is: Once the object is free'd will the allocator do some calculations to find whether it should just keep this object in the free list or depending upon the current size of the free list it may decide to give that memory back to the system i.e decrease the data segment of the process using sbrk or brk?
Documentation of glibc tells me that if the allocation request is much larger than page size, it will be allocated using mmap and will be directly released back to the system once free'd. Cool. But let's say I never ask for allocation of size greater than say 50 bytes and I ask a lot of such 50 byte objects on peak load on the system. Then what?
From what I know (correct me please), a memory allocated with malloc will never be released back to the system ever until the process ends i.e. the allocator will simply keep it in the free list if I free it. But the question that is troubling me is then, if I use a tool to see the memory usage of my process (I am using pmap on Linux, what do you guys use?), it should always show the memory used at peak load (as the memory is never given back to the system, except when allocated using mmap)? That is memory used by the process should never ever decrease(except the stack memory)? Is it?
I know I am missing something, so please shed some light on all this.
Experts, please clear my concepts regarding this. I will be grateful. I hope I was able to explain my question.
There isn't much overhead for malloc, so you are unlikely to achieve any run-time savings. There is, however, a good reason to implement an allocator on top of malloc, and that is to be able to trace memory leaks. For example, you can free all memory allocated by the program when it exits, and then check to see if your memory allocator calls balance (i.e. same number of calls to allocate/deallocate).
For your specific implementation, there is no reason to free() since the malloc won't release to system memory and so it will only release memory back to your own allocator.
Another reason for using a custom allocator is that you may be allocating many objects of the same size (i.e you have some data structure that you are allocating a lot). You may want to maintain a separate free list for this type of object, and free/allocate only from this special list. The advantage of this is that it will avoid memory fragmentation.
No.
It's actually a bad strategy for a number of reasons, so it doesn't happen --except-- as you note, there can be an exception for large allocations that can be directly made in pages.
It increases internal fragmentation and therefore can actually waste memory. (You can only return aligned pages to the OS, so pulling aligned pages out of a block will usually create two guaranteed-to-be-small blocks --smaller than a page, anyway-- to either side of the block. If this happens a lot you end up with the same total amount of usefully-allocated memory plus lots of useless small blocks.)
A kernel call is required, and kernel calls are slow, so it would slow down the program. It's much faster to just throw the block back into the heap.
Almost every program will either converge on a steady-state memory footprint or it will have an increasing footprint until exit. (Or, until near-exit.) Therefore, all the extra processing needed by a page-return mechanism would be completely wasted.
It is entirely implementation dependent. On Windows VC++ programs can return memory back to the system if the corresponding memory pages contain only free'd blocks.
I think that you have all the information you need to answer your own question. pmap shows the memory that is currenly being used by the process. So, if you call pmap before the process achieves peak memory, then no it will not show peak memory. if you call pmap just before the process exits, then it will show peak memory for a process that does not use mmap. If the process uses mmap, then if you call pmap at the point where maximum memory is being used, it will show peak memory usage, but this point may not be at the end of the process (it could occur anywhere).
This applies only to your current system (i.e. based on the documentation you have provided for free and mmap and malloc) but as the previous poster has stated, behavior of these is implmentation dependent.
This varies a bit from implementation to implementation.
Think of your memory as a massive long block, when you allocate to it you take a bit out of your memory (labeled '1' below):
111
If I allocate more more memory with malloc it gets some from the system:
1112222
If I now free '1':
___2222
It won't be returned to the system, because two is in front of it (and memory is given as a continous block). However if the end of the memory is freed, then that memory is returned to the system. If I freed '2' instead of '1'. I would get:
111
the bit where '2' was would be returned to the system.
The main benefit of freeing memory is that that bit can then be reallocated, as opposed to getting more memory from the system. e.g:
33_2222
I believe that the memory allocator in glibc can return memory back to the system, but whether it will or not depends on your memory allocation patterns.
Let's say you do something like this:
void *pointers[10000];
for(i = 0; i < 10000; i++)
pointers[i] = malloc(1024);
for(i = 0; i < 9999; i++)
free(pointers[i]);
The only part of the heap that can be safely returned to the system is the "wilderness chunk", which is at the end of the heap. This can be returned to the system using another sbrk system call, and the glibc memory allocator will do that when the size of this last chunk exceeds some threshold.
The above program would make 10000 small allocations, but only free the first 9999 of them. The last one should (assuming nothing else has called malloc, which is unlikely) be sitting right at the end of the heap. This would prevent the allocator from returning any memory to the system at all.
If you were to free the remaining allocation, glibc's malloc implementation should be able to return most of the pages allocated back to the system.
If you're allocating and freeing small chunks of memory, a few of which are long-lived, you could end up in a situation where you have a large chunk of memory allocated from the system, but you're only using a tiny fraction of it.
Here are some "advantages" to never releasing memory back to the system:
Having already used a lot of memory makes it very likely you will do so again, and
when you release memory the OS has to do quite a bit of paperwork
when you need it again, your memory allocator has to re-initialise all its data structures in the region it just received
Freed memory that isn't needed gets paged out to disk where it doesn't actually make that much difference
Often, even if you free 90% of your memory, fragmentation means that very few pages can actually be released, so the effort required to look for empty pages isn't terribly well spent
Many memory managers can perform TRIM operations where they return entirely unused blocks of memory to the OS. However, as several posts here have mentioned, it's entirely implementation dependent.
But lets say I never ask for allocation of size greater than say 50 bytes and I ask a lot of such 50 byte objects on peak load on the system. Then what ?
This depends on your allocation pattern. Do you free ALL of the small allocations? If so and if the memory manager has handling for a small block allocations, then this may be possible. However, if you allocate many small items and then only free all but a few scattered items, you may fragment memory and make it impossible to TRIM blocks since each block will have only a few straggling allocations. In this case, you may want to use a different allocation scheme for the temporary allocations and the persistant ones so you can return the temporary allocations back to the OS.

How does the operating system know how much memory my app is using? (And why doesn't it do garbage collection?)

When my task manager (top, ps, taskmgr.exe, or Finder) says that a process is using XXX KB of memory, what exactly is it counting, and how does it get updated?
In terms of memory allocation, does an application written in C++ "appear" different to an operating system from an application that runs as a virtual machine (managed code like .NET or Java)?
And finally, if memory is so transparent - why is garbage collection not a function-of or service-provided-by the operating system?
As it turns out, what I was really interested in asking is WHY the operating system could not do garbage collection and defrag memory space - which I see as a step above "simply" allocating address space to processes.
These answers help a lot! Thanks!
This is a big topic that I can't hope to adequately answer in a single answer here. I recommend picking up a copy of Windows Internals, it's an invaluable resource. Eric Lippert had a recent blog post that is a good description of how you can view memory allocated by the OS.
Memory that a process is using is basically just address space that is reserved by the operating system that may be backed by physical memory, the page file, or a file. This is the same whether it is a managed application or a native application. When the process exits, the operating system deletes the memory that it had allocated for it - the virtual address space is simply deleted and the page file or physical memory backings are free for other processes to use. This is all the OS really maintains - mappings of address space to some physical resource. The mappings can shift as processes demand more memory or are idle - physical memory contents can be shifted to disk and vice versa by the OS to meet demand.
What a process is using according to those tools can actually mean one of several things - it can be total address space allocated, total memory allocated (page file + physical memory) or memory a process is actually using that is resident in memory. Task Manager has a separate column for each of these possibilities.
The OS can't do garbage collection since it has no insight into what that memory actually contains - it just sees allocated pages of memory, it doesn't see objects which may or may not be referenced.
Whereas the OS handles allocates at the virtual address level, in the process itself there are other memory managers which take these large, page-sized chunks and break them up into something useful for the application to use. Windows will return memory allocated in 64k boundaries, but then the heap manager breaks it up into smaller chunks for use by each individual allocation done by the program via new. In .Net applications, the CLR will hand off new objects off of the garbage collected heap and when that heap reaches its limits, will perform garbage collection.
I can't speak to your question about the differences in how the memory appears in C++ vs. virtual machines, etc, but I can say that applications are typically given a certain memory range to use upon initialization. Then, if the application ever requires more, it will request it from the operating system, and the operating system will (generally) grant it. There are many implementations of this - in some operating systems, other applications' memory is moved away so as to give yours a larger contiguous block, and in others, your application gets various chunks of memory. There may even be some virtual memory handling involved. Its all up to an abstracted implementation. In any case, the memory is still treated as contiguous from within your program - the operating system will handle that much at least.
With regard to garbage collection, the operating system knows the bounds of your memory, but not what is inside. Furthermore, even if it did look at the memory used by your application, it would have no idea what blocks are used by out-of-scope variables and such that the GC is looking for.
The primary difference is application management. Microsoft distinguishes this as Managed and Unmanaged. When objects are allocated in memory they are stored at a specific address. This is true for both managed and unmanaged applications. In the managed world the "address" is wrapped in an object handle or "reference".
When memory is garbage collected by a VM, it can safely suspend the application, move objects around in memory and update all the "references" to point to their new locations in memory.
In a Win32 style app, pointers are pointers. There's no way for the OS to know if it's an object, an arbitrary block of data, a plain-old 32-bit value, etc. So it can't make any inferences about pointers between objects, so it can't move them around in memory or update pointers between objects.
Because the way references are handled, the OS can't take over the GC process and instead it's left up to the VM to manage the memory used by the application. For that reason, VM applications appear exactly the same to the OS. They simply request blocks of memory for use and the OS gives it to them. When the VM performs GC and compacts it's memory it's able to free memory back to the OS for use by another app.

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