Remove some more stuff, change some things, add others
Introducing the SLQB slab allocator.

SLQB takes code and ideas from all other slab allocators in the tree.

The primary method for keeping lists of free objects within the allocator
is a singly-linked list, storing a pointer within the object memory itself
(or a small additional space in the case of RCU destroyed slabs). This is
like SLOB and SLUB, and opposed to SLAB, which uses arrays of objects, and
metadata. This reduces memory consumption and makes smaller sized objects
more realistic as there is less overhead.

Using lists rather than arrays can reduce the cacheline footprint. When moving
objects around, SLQB can move a list of objects from one CPU to another by
simply manipulating a head pointer, wheras SLAB needs to memcpy arrays. Some
SLAB per-CPU arrays can be up to 1K in size, which is a lot of cachelines that
can be touched during alloc/free. Newly freed objects tend to be cache hot,
and newly allocated ones tend to soon be touched anyway, so often there is
little cost to using metadata in the objects.

SLQB has a per-CPU LIFO freelist of objects like SLAB (but using lists rather
than arrays). Freed objects are returned to this freelist if they belong to
the node which our CPU belongs to. So objects allocated on one CPU can be
added to the freelist of another CPU on the same node. When LIFO freelists need
to be refilled or trimmed, SLQB takes or returns objects from a list of slabs.

SLQB has per-CPU lists of slabs (which use struct page as their metadata
including list head for this list). Each slab contains a singly-linked list of
objects that are free in that slab (free, and not on a LIFO freelist). Slabs
are freed as soon as all their objects are freed, and only allocated when there
are no slabs remaining. They are taken off this slab list when if there are no
free objects left. So the slab lists always only contain "partial" slabs; those
slabs which are not completely full and not completely empty. SLQB slabs can be
manipulated with no locking unlike other allocators which tend to use per-node
locks. As the number of threads per socket increases, this should help improve
the scalability of slab operations.

Freeing objects to remote slab lists first batches up the objects on the
freeing CPU, then moves them over at once to a list on the allocating CPU. The
allocating CPU will then notice those objects and pull them onto the end of its
freelist.  This remote freeing scheme is designed to minimise the number of
cross CPU cachelines touched, short of going to a "crossbar" arrangement like
SLAB has.  SLAB has "crossbars" of arrays of objects. That is,
NR_CPUS*MAX_NUMNODES type arrays, which can become very bloated in huge systems
(this could be hundreds of GBs for kmem caches for 4096 CPU, 1024 nodes
systems).

SLQB also has similar freelist, slablist structures per-node, which are
protected by a lock, and usable by any CPU in order to do node specific
allocations. These allocations tend not to be too frequent (short lived
allocations should be node local, long lived allocations should not be
too frequent).

There is a good overview and illustration of the design here:

http://lwn.net/Articles/311502/

By using LIFO freelists like SLAB, SLQB tries to be very page-size agnostic.
It tries very hard to use order-0 pages. This is good for both page allocator
fragmentation, and slab fragmentation.

SLQB initialistaion code attempts to be as simple and un-clever as possible.
There are no multiple phases where different things come up. There is no
weird self bootstrapping stuff. It just statically allocates the structures
required to create the slabs that allocate other slab structures.

SLQB uses much of the debugging infrastructure, and fine-grained sysfs
statistics from SLUB. There is also a Documentation/vm/slqbinfo.c, derived
from slabinfo.c, which can query the sysfs data.