277b24dfb7
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
196 lines
4.8 KiB
C++
196 lines
4.8 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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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 ALLOCATORS_H
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#define ALLOCATORS_H
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#include "core/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))
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++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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