/*************************************************************************/ /* pool_allocator.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. */ /*************************************************************************/ #ifndef POOL_ALLOCATOR_H #define POOL_ALLOCATOR_H #include "core/typedefs.h" /** * 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 = 0; unsigned int len = 0; unsigned int lock = 0; unsigned int check = 0; inline void clear() { pos = 0; len = 0; lock = 0; check = 0; } Entry() {} }; typedef int EntryArrayPos; typedef int EntryIndicesPos; Entry *entry_array = nullptr; int *entry_indices = nullptr; int entry_max = 0; int entry_count = 0; uint8_t *pool = nullptr; void *mem_ptr = nullptr; int pool_size = 0; int free_mem = 0; int free_mem_peak = 0; unsigned int check_count = 0; int align = 1; bool needs_locking = false; 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, const 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