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/**************************************************************************/
/*  pool_allocator.h                                                      */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* 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.                 */
/**************************************************************************/

#ifndef POOL_ALLOCATOR_H
#define POOL_ALLOCATOR_H

#include "core/typedefs.h"

/**
	@author Juan Linietsky <reduzio@gmail.com>
 * Generic Pool Allocator.
 * This is a generic memory pool allocator, with locking, compacting and alignment. (@TODO alignment)
 * It used as a standard way to manage allocation in a specific region of memory, such as texture memory,
 * audio sample memory, or just any kind of memory overall.
 * (@TODO) abstraction should be greater, because in many platforms, you need to manage a nonreachable memory.
*/

enum {

	POOL_ALLOCATOR_INVALID_ID = -1 ///< default invalid value. use INVALID_ID( id ) to test
};

class PoolAllocator {
public:
	typedef int ID;

private:
	enum {
		CHECK_BITS = 8,
		CHECK_LEN = (1 << CHECK_BITS),
		CHECK_MASK = CHECK_LEN - 1

	};

	struct Entry {
		unsigned int pos;
		unsigned int len;
		unsigned int lock;
		unsigned int check;

		inline void clear() {
			pos = 0;
			len = 0;
			lock = 0;
			check = 0;
		}
		Entry() { clear(); }
	};

	typedef int EntryArrayPos;
	typedef int EntryIndicesPos;

	Entry *entry_array;
	int *entry_indices;
	int entry_max;
	int entry_count;

	uint8_t *pool;
	void *mem_ptr;
	int pool_size;

	int free_mem;
	int free_mem_peak;

	unsigned int check_count;
	int align;

	bool needs_locking;

	inline int entry_end(const Entry &p_entry) const {
		return p_entry.pos + aligned(p_entry.len);
	}
	inline int aligned(int p_size) const {
		int rem = p_size % align;
		if (rem) {
			p_size += align - rem;
		}

		return p_size;
	}

	void compact(int p_up_to = -1);
	void compact_up(int p_from = 0);
	bool get_free_entry(EntryArrayPos *p_pos);
	bool find_hole(EntryArrayPos *p_pos, int p_for_size);
	bool find_entry_index(EntryIndicesPos *p_map_pos, Entry *p_entry);
	Entry *get_entry(ID p_mem);
	const Entry *get_entry(ID p_mem) const;

	void create_pool(void *p_mem, int p_size, int p_max_entries);

protected:
	virtual void mt_lock() const; ///< Reimplement for custom mt locking
	virtual void mt_unlock() const; ///< Reimplement for custom mt locking

public:
	enum {
		DEFAULT_MAX_ALLOCS = 4096,
	};

	ID alloc(int p_size); ///< Alloc memory, get an ID on success, POOL_ALOCATOR_INVALID_ID on failure
	void free(ID p_mem); ///< Free allocated memory
	Error resize(ID p_mem, int p_new_size); ///< resize a memory chunk
	int get_size(ID p_mem) const;

	int get_free_mem(); ///< get free memory
	int get_used_mem() const;
	int get_free_peak(); ///< get free memory

	Error lock(ID p_mem); //@todo move this out
	void *get(ID p_mem);
	const void *get(ID p_mem) const;
	void unlock(ID p_mem);
	bool is_locked(ID p_mem) const;

	PoolAllocator(int p_size, bool p_needs_locking = false, int p_max_entries = DEFAULT_MAX_ALLOCS);
	PoolAllocator(void *p_mem, int p_size, int p_align = 1, bool p_needs_locking = false, int p_max_entries = DEFAULT_MAX_ALLOCS);
	PoolAllocator(int p_align, int p_size, bool p_needs_locking = false, int p_max_entries = DEFAULT_MAX_ALLOCS);

	virtual ~PoolAllocator();
};

#endif // POOL_ALLOCATOR_H