152 lines
5.1 KiB
C++
152 lines
5.1 KiB
C++
/*************************************************************************/
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/* pool_allocator.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef POOL_ALLOCATOR_H
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#define POOL_ALLOCATOR_H
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#include "typedefs.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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* Generic Pool Allocator.
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* This is a generic memory pool allocator, with locking, compacting and alignment. (@TODO alignment)
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* It used as a standard way to manage alloction in a specific region of memory, such as texture memory,
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* audio sample memory, or just any kind of memory overall.
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* (@TODO) abstraction should be greater, because in many platforms, you need to manage a nonreachable memory.
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*/
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enum {
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POOL_ALLOCATOR_INVALID_ID = -1 ///< default invalid value. use INVALID_ID( id ) to test
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};
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class PoolAllocator {
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public:
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typedef int ID;
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private:
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enum {
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CHECK_BITS = 8,
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CHECK_LEN = (1 << CHECK_BITS),
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CHECK_MASK = CHECK_LEN - 1
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};
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struct Entry {
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unsigned int pos;
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unsigned int len;
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unsigned int lock;
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unsigned int check;
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inline void clear() {
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pos = 0;
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len = 0;
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lock = 0;
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check = 0;
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}
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Entry() { clear(); }
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};
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typedef int EntryArrayPos;
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typedef int EntryIndicesPos;
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Entry *entry_array;
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int *entry_indices;
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int entry_max;
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int entry_count;
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uint8_t *pool;
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void *mem_ptr;
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int pool_size;
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int free_mem;
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int free_mem_peak;
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unsigned int check_count;
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int align;
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bool needs_locking;
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inline int entry_end(const Entry &p_entry) const {
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return p_entry.pos + aligned(p_entry.len);
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}
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inline int aligned(int p_size) const {
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int rem = p_size % align;
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if (rem)
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p_size += align - rem;
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return p_size;
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}
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void compact(int p_up_to = -1);
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void compact_up(int p_from = 0);
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bool get_free_entry(EntryArrayPos *p_pos);
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bool find_hole(EntryArrayPos *p_pos, int p_for_size);
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bool find_entry_index(EntryIndicesPos *p_map_pos, Entry *p_entry);
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Entry *get_entry(ID p_mem);
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const Entry *get_entry(ID p_mem) const;
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void create_pool(void *p_mem, int p_size, int p_max_entries);
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protected:
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virtual void mt_lock() const; ///< Reimplement for custom mt locking
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virtual void mt_unlock() const; ///< Reimplement for custom mt locking
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public:
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enum {
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DEFAULT_MAX_ALLOCS = 4096,
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};
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ID alloc(int p_size); ///< Alloc memory, get an ID on success, POOL_ALOCATOR_INVALID_ID on failure
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void free(ID p_mem); ///< Free allocated memory
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Error resize(ID p_mem, int p_new_size); ///< resize a memory chunk
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int get_size(ID p_mem) const;
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int get_free_mem(); ///< get free memory
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int get_used_mem() const;
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int get_free_peak(); ///< get free memory
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Error lock(ID p_mem); //@todo move this out
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void *get(ID p_mem);
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const void *get(ID p_mem) const;
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void unlock(ID p_mem);
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bool is_locked(ID p_mem) const;
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PoolAllocator(int p_size, bool p_needs_locking = false, int p_max_entries = DEFAULT_MAX_ALLOCS);
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PoolAllocator(void *p_mem, int p_size, int p_align = 1, bool p_needs_locking = false, int p_max_entries = DEFAULT_MAX_ALLOCS);
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PoolAllocator(int p_align, int p_size, bool p_needs_locking = false, int p_max_entries = DEFAULT_MAX_ALLOCS);
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virtual ~PoolAllocator();
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};
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#endif
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