genesis-3d_engine/Engine/foundation/memory/poolarrayallocator.cc
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

204 lines
6.2 KiB
C++

/****************************************************************************
Copyright (c) 2009, Radon Labs GmbH
Copyright (c) 2011-2013,WebJet Business Division,CYOU
http://www.genesis-3d.com.cn
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.
****************************************************************************/
#include "stdneb.h"
#include "memory/poolarrayallocator.h"
#include "util/string.h"
namespace Memory
{
//------------------------------------------------------------------------------
/**
*/
PoolArrayAllocator::PoolArrayAllocator() :
heapType(InvalidHeapType),
name(0)
{
Memory::Clear(this->memoryPools, sizeof(this->memoryPools));
}
//------------------------------------------------------------------------------
/**
*/
PoolArrayAllocator::~PoolArrayAllocator()
{
// check for mem leaks
#if NEBULA3_MEMORY_STATS
this->Dump();
#endif
}
//------------------------------------------------------------------------------
/**
*/
void
PoolArrayAllocator::Setup(const char* name_, Memory::HeapType heapType_, uint poolSizes[NumPools])
{
n_assert(0 != name_);
n_assert(0 == this->name);
// NOTE: name_ must be a static string!
this->name = name_;
this->heapType = heapType_;
// setup memory pools, we take several assumptions about the memory pool:
// - there's 4 bytes of overhead
// - allocations are 16-byte aligned
// thus:
// we start at 28 bytes for the smallest block size, this gives us
// 32 byte blocks in the memory pool, and for each following
// block size we add 32, thus we end up with the following block
// sizes for 8 pools:
// 28 -> 60 -> 92 -> 124 -> 156 -> 188 -> 220 -> 252
SizeT curBlockSize = 28;
IndexT i;
for (i = 0; i < NumPools; i++)
{
n_assert(poolSizes[i] > 0);
SizeT alignedBlockSize = MemoryPool::ComputeAlignedBlockSize(curBlockSize);
n_assert((curBlockSize + 4) == alignedBlockSize);
n_assert(alignedBlockSize == (32 * (i + 1)));
SizeT curNumBlocks = poolSizes[i] / alignedBlockSize;
this->memoryPools[i].Setup(this->heapType, curBlockSize, curNumBlocks);
curBlockSize += 32;
}
}
//------------------------------------------------------------------------------
/**
*/
void*
PoolArrayAllocator::Alloc(SizeT size)
{
IndexT poolIndex = (size + 3) >> 5;
if (poolIndex < NumPools)
{
#if NEBULA3_DEBUG
n_assert(uint(size) <= memoryPools[poolIndex].GetBlockSize());
#endif
void* ptr = this->memoryPools[poolIndex].Alloc();
if (0 == ptr)
{
n_error("PoolArrayAllocator '%s': pool with block size '%d' full!\n",
this->name, this->memoryPools[poolIndex].GetBlockSize());
}
return ptr;
}
else
{
// size too big, need to allocate directly from the heap
#if NEBULA3_DEBUG
// n_printf("WARNING: Allocation of size '%d' in PoolArrayAllocator '%s' going directly to heap!\n", size, this->name);
#endif
return Memory::Alloc(this->heapType, size);
}
}
//------------------------------------------------------------------------------
/**
This is the faster version to free a memory block, if the caller knows
the size of the memory block we can compute the memory pool index
whithout asking each pool whether the pointer is owned by this pool.
*/
void
PoolArrayAllocator::Free(void* ptr, SizeT size)
{
IndexT poolIndex = (size + 3) >> 5;
if (poolIndex < NumPools)
{
#if NEBULA3_DEBUG
n_assert(this->memoryPools[poolIndex].IsPoolBlock(ptr));
#endif
this->memoryPools[poolIndex].Free(ptr);
}
else
{
Memory::Free(this->heapType, ptr);
}
}
//------------------------------------------------------------------------------
/**
This is the slower version to free a memory block. Worst case is, that
the allocator needs to check each memory pool whether the pointer is
owned by the pool.
*/
void
PoolArrayAllocator::Free(void* ptr)
{
IndexT i;
for (i = 0; i < NumPools; i++)
{
if (this->memoryPools[i].IsPoolBlock(ptr))
{
this->memoryPools[i].Free(ptr);
return;
}
}
// fallthrough: must be a big block
Memory::Free(this->heapType, ptr);
}
//------------------------------------------------------------------------------
/**
*/
const MemoryPool&
PoolArrayAllocator::GetMemoryPool(IndexT index) const
{
n_assert(index < NumPools);
return this->memoryPools[index];
}
//------------------------------------------------------------------------------
/**
*/
#if NEBULA3_MEMORY_STATS
void
PoolArrayAllocator::Dump()
{
Util::String msg;
msg.Format("Dump of PoolArrayAllocator '%s':\n", this->name);
Core::SysFunc::DebugOut(msg.AsCharPtr());
bool allOk = true;
IndexT i;
for (i = 0; i < NumPools; i++)
{
uint allocCount = this->memoryPools[i].GetAllocCount();
if (0 != allocCount)
{
msg.Format("*** %d LEAKS FOR BLOCK SIZE %d!!!\n", allocCount, this->memoryPools[i].GetBlockSize());
Core::SysFunc::DebugOut(msg.AsCharPtr());
allOk = false;
}
}
if (allOk)
{
Core::SysFunc::DebugOut("ALL OK!\n");
}
}
#endif
} // namespace Memory