The kernel is now no longer identity mapped to the bottom 8MiB of
memory, and is now mapped at the higher address of `0xc0000000`.
The lower ~1MiB of memory (from GRUB's mmap), however is still
identity mapped to provide an easy way for the kernel to get
physical pages for things such as DMA etc. These could later be
mapped to the higher address too, as I'm not too sure how to
go about doing this elegantly without a lot of address subtractions.
Now that the kernel supports startup-time constructors, we were first
doing slab_alloc_init(), and then the constructors ran later on,
zeroing out the freelist pointers.
This meant that all slab allocators thought they were completelty
exhausted and forwarded all requests to kmalloc() instead.
Move the kernel image to the 1 MB physical mark. This prevents it from
colliding with stuff like the VGA memory. This was causing us to end
up with the BIOS screen contents sneaking into kernel memory sometimes.
This patch also bumps the kmalloc heap size from 1 MB to 3 MB. It's not
the perfect permanent solution (obviously) but it should get the OOM
monkey off our backs for a while.
This is obviously not ideal, and it would be better to teach it how to
allocate more pages, etc. But since the physical page allocator itself
currently uses SlabAllocator, it's a little bit tricky :^)
We need these for PhysicalPage objects. Ultimately I'd like to get rid
of these objects entirely, but while we still have to deal with them,
let's at least handle large demand a bit better.
This is a freelist allocator with static size classes that works as a
complement to the generic kmalloc(). It's a lot faster than kmalloc()
since allocation just means popping from the freelist.
It's also significantly more compact when there are a lot of objects
smaller than the minimum kmalloc chunk size (32 bytes.)
This patch enables it for the Region and PhysicalPage classes.
In the PhysicalPage (8 bytes) case, it's a huge improvement since we
no longer waste 75% of the storage allocated.
There are also a number of ways this can be improved, so let's keep
working on it going forward.