/*************************************************************************/ /* pooled_list.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #pragma once // Simple template to provide a pool with O(1) allocate and free. // The freelist could alternatively be a linked list placed within the unused elements // to use less memory, however a separate freelist is probably more cache friendly. // NOTE : Take great care when using this with non POD types. The construction and destruction // is done in the LocalVector, NOT as part of the pool. So requesting a new item does not guarantee // a constructor is run, and free does not guarantee a destructor. // You should generally handle clearing // an item explicitly after a request, as it may contain 'leftovers'. // This is by design for fastest use in the BVH. If you want a more general pool // that does call constructors / destructors on request / free, this should probably be // a separate template. #include "core/local_vector.h" template class PooledList { LocalVector list; LocalVector freelist; // not all list members are necessarily used int _used_size; public: PooledList() { _used_size = 0; } int estimate_memory_use() const { return (list.size() * sizeof(T)) + (freelist.size() * sizeof(uint32_t)); } const T &operator[](uint32_t p_index) const { return list[p_index]; } T &operator[](uint32_t p_index) { return list[p_index]; } int size() const { return _used_size; } T *request(uint32_t &r_id) { _used_size++; if (freelist.size()) { // pop from freelist int new_size = freelist.size() - 1; r_id = freelist[new_size]; freelist.resize(new_size); return &list[r_id]; } r_id = list.size(); list.resize(r_id + 1); return &list[r_id]; } void free(const uint32_t &p_id) { // should not be on free list already CRASH_COND(p_id >= list.size()); freelist.push_back(p_id); _used_size--; } }; // a pooled list which automatically keeps a list of the active members template class TrackedPooledList { public: int pool_size() const { return _pool.size(); } int active_size() const { return _active_list.size(); } uint32_t get_active_id(uint32_t p_index) const { return _active_list[p_index]; } const T &get_active(uint32_t p_index) const { return _pool[get_active_id(p_index)]; } T &get_active(uint32_t p_index) { return _pool[get_active_id(p_index)]; } const T &operator[](uint32_t p_index) const { return _pool[p_index]; } T &operator[](uint32_t p_index) { return _pool[p_index]; } T *request(uint32_t &r_id) { T *item = _pool.request(r_id); // add to the active list uint32_t active_list_id = _active_list.size(); _active_list.push_back(r_id); // expand the active map (this should be in sync with the pool list if (_pool.size() > (int)_active_map.size()) { _active_map.resize(_pool.size()); } // store in the active map _active_map[r_id] = active_list_id; return item; } void free(const uint32_t &p_id) { _pool.free(p_id); // remove from the active list. uint32_t list_id = _active_map[p_id]; // zero the _active map to detect bugs (only in debug?) _active_map[p_id] = -1; _active_list.remove_unordered(list_id); // keep the replacement in sync with the correct list Id if (list_id < (uint32_t)_active_list.size()) { // which pool id has been replaced in the active list uint32_t replacement_id = _active_list[list_id]; // keep that replacements map up to date with the new position _active_map[replacement_id] = list_id; } } const LocalVector &get_active_list() const { return _active_list; } private: PooledList _pool; LocalVector _active_map; LocalVector _active_list; };