d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
199 lines
4.5 KiB
C++
199 lines
4.5 KiB
C++
/*************************************************************************/
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/* allocators.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 ALLOCATORS_H
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#define ALLOCATORS_H
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#include "os/memory.h"
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template<int PREALLOC_COUNT=64, int MAX_HANDS=8>
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class BalloonAllocator {
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enum {
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USED_FLAG=(1<<30),
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USED_MASK=USED_FLAG-1
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};
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struct Balloon {
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Balloon *next;
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Balloon *prev;
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uint32_t hand;
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};
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struct Hand {
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int used;
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int allocated;
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Balloon *first;
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Balloon *last;
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};
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Hand hands[MAX_HANDS];
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public:
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void* alloc(size_t p_size) {
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size_t max=(1<<MAX_HANDS);
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ERR_FAIL_COND_V( p_size>max, NULL );
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unsigned int hand=0;
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while(p_size>(size_t)(1<<hand)) ++hand;
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Hand &h=hands[hand];
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if (h.used==h.allocated) {
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for(int i=0;i<PREALLOC_COUNT;i++) {
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Balloon *b = (Balloon*)memalloc(sizeof(Balloon)+(1<<hand));
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b->hand=hand;
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if (h.last) {
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b->prev=h.last;
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h.last->next=b;
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h.last=b;
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} else {
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b->prev=NULL;
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h.last=b;
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h.first=b;
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}
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}
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h.last->next=NULL;
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h.allocated+=PREALLOC_COUNT;
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}
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Balloon *pick=h.last;
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ERR_FAIL_COND_V( (pick->hand&USED_FLAG), NULL );
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// remove last
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h.last=h.last->prev;
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h.last->next=NULL;
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pick->next=h.first;
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h.first->prev=pick;
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pick->prev=NULL;
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h.first=pick;
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h.used++;
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pick->hand|=USED_FLAG;
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return (void*)(pick+1);
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}
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void free(void* p_ptr) {
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Balloon *b=(Balloon*)p_ptr;
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b-=1;
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ERR_FAIL_COND(!(b->hand&USED_FLAG) );
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b->hand=b->hand&USED_MASK; // not used
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int hand=b->hand;
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Hand &h=hands[hand];
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if (b==h.first)
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h.first=b->next;
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if (b->prev)
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b->prev->next=b->next;
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if (b->next)
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b->next->prev=b->prev;
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if (h.last!=b) {
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h.last->next=b;
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b->prev=h.last;
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b->next=NULL;
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h.last=b;
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}
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h.used--;
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if (h.used<=(h.allocated-(PREALLOC_COUNT*2))) { // this is done to ensure no alloc/free is done constantly
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for(int i=0;i<PREALLOC_COUNT;i++) {
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ERR_CONTINUE( h.last->hand& USED_FLAG );
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Balloon *new_last=h.last->prev;
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if (new_last)
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new_last->next=NULL;
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memfree( h.last );
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h.last=new_last;
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}
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h.allocated-=PREALLOC_COUNT;
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}
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}
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BalloonAllocator() {
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for(int i=0;i<MAX_HANDS;i++) {
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hands[i].allocated=0;
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hands[i].used=0;
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hands[i].first=NULL;
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hands[i].last=NULL;
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}
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}
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void clear() {
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for(int i=0;i<MAX_HANDS;i++) {
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while(hands[i].first) {
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Balloon *b=hands[i].first;
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hands[i].first=b->next;
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memfree(b);
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}
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hands[i].allocated=0;
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hands[i].used=0;
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hands[i].first=NULL;
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hands[i].last=NULL;
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}
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}
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~BalloonAllocator() {
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clear();
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}
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};
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#endif // ALLOCATORS_H
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