mirror of
https://github.com/baldurk/renderdoc.git
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279 lines
8.3 KiB
C++
279 lines
8.3 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015-2017 Baldur Karlsson
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* Copyright (c) 2014 Crytek
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* 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, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#pragma once
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#include <stdint.h>
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#include <string.h>
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#include "common.h"
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#include "threading.h"
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#define INCLUDE_TYPE_NAMES RDOC_DEVEL
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#if ENABLED(INCLUDE_TYPE_NAMES)
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template <class T>
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class GetTypeName
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{
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public:
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static const char *Name();
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};
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#endif
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template <class C>
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class FriendMaker
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{
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public:
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typedef C Type;
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};
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// allocate each class in its own pool so we can identify the type by the pointer
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template <typename WrapType, int PoolCount = 8192, int MaxPoolByteSize = 1024 * 1024, bool DebugClear = true>
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class WrappingPool
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{
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public:
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void *Allocate()
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{
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SCOPED_LOCK(m_Lock);
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// try and allocate from immediate pool
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void *ret = m_ImmediatePool.Allocate();
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if(ret != NULL)
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return ret;
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// fall back to additional pools, if there are any
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for(size_t i = 0; i < m_AdditionalPools.size(); i++)
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{
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ret = m_AdditionalPools[i]->Allocate();
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if(ret != NULL)
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return ret;
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}
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// warn when we need to allocate an additional pool
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#if ENABLED(INCLUDE_TYPE_NAMES)
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RDCWARN("Ran out of free slots in %s pool!", GetTypeName<WrapType>::Name());
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#else
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RDCWARN("Ran out of free slots in pool 0x%p!", &m_ImmediatePool.items[0]);
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#endif
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// allocate a new additional pool and use that to allocate from
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m_AdditionalPools.push_back(new ItemPool());
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#if ENABLED(INCLUDE_TYPE_NAMES)
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RDCDEBUG("WrappingPool[%d]<%s>: %p -> %p", (uint32_t)m_AdditionalPools.size() - 1,
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GetTypeName<WrapType>::Name(), &m_AdditionalPools.back()->items[0],
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&m_AdditionalPools.back()->items[AllocCount - 1]);
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#endif
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return m_AdditionalPools.back()->Allocate();
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}
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bool IsAlloc(const void *p)
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{
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// we can check the immediate pool without locking
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if(m_ImmediatePool.IsAlloc(p))
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return true;
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// if we have additional pools, lock and check them.
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// TODO: Check for additional pools in a lock-free manner,
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// to prevent the cost of locking if there are no more pools.
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{
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SCOPED_LOCK(m_Lock);
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for(size_t i = 0; i < m_AdditionalPools.size(); i++)
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if(m_AdditionalPools[i]->IsAlloc(p))
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return true;
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}
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return false;
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}
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void Deallocate(void *p)
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{
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SCOPED_LOCK(m_Lock);
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// try immediate pool
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if(m_ImmediatePool.IsAlloc(p))
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{
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m_ImmediatePool.Deallocate(p);
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return;
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}
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else if(!m_AdditionalPools.empty())
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{
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// fall back and try additional pools
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for(size_t i = 0; i < m_AdditionalPools.size(); i++)
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{
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if(m_AdditionalPools[i]->IsAlloc(p))
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{
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m_AdditionalPools[i]->Deallocate(p);
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return;
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}
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}
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}
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// this is an error - deleting an object that we don't recognise
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#if ENABLED(INCLUDE_TYPE_NAMES)
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RDCERR("Resource being deleted through wrong pool - 0x%p not a member of %s", p,
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GetTypeName<WrapType>::Name());
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#else
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RDCERR("Resource being deleted through wrong pool - 0x%p not a member of 0x%p", p,
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&m_ImmediatePool.items[0]);
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#endif
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}
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static const size_t AllocCount = PoolCount;
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static const size_t AllocMaxByteSize = MaxPoolByteSize;
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static const size_t AllocByteSize;
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private:
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WrappingPool()
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{
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#if ENABLED(INCLUDE_TYPE_NAMES)
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// hack - print in kB because float printing relies on statics that might not be initialised
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// yet in loading order. Ugly :(
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RDCDEBUG("WrappingPool<%s> %d in %dkB: %p -> %p", GetTypeName<WrapType>::Name(), PoolCount,
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(PoolCount * AllocByteSize) / 1024, &m_ImmediatePool.items[0],
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&m_ImmediatePool.items[AllocCount - 1]);
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#endif
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}
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~WrappingPool()
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{
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for(size_t i = 0; i < m_AdditionalPools.size(); i++)
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delete m_AdditionalPools[i];
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m_AdditionalPools.clear();
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}
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Threading::CriticalSection m_Lock;
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struct ItemPool
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{
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ItemPool()
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{
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lastAllocIdx = 0;
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RDCEraseEl(allocated);
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items = (WrapType *)(new uint8_t[AllocCount * AllocByteSize]);
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}
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~ItemPool() { delete[](uint8_t *) items; }
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void *Allocate()
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{
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int lastAlloc = lastAllocIdx;
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if(allocated[lastAlloc])
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{
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int end = lastAlloc;
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do
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{
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lastAlloc = (lastAlloc + 1) % PoolCount;
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} while(allocated[lastAlloc] && lastAlloc != end);
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if(allocated[lastAlloc])
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{
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return NULL;
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}
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}
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void *ret = (void *)&items[lastAlloc];
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allocated[lastAlloc] = true;
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#if ENABLED(RDOC_DEVEL)
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memset(ret, 0xb0, AllocByteSize);
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#endif
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lastAllocIdx = lastAlloc;
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return ret;
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}
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void Deallocate(void *p)
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{
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RDCASSERT(IsAlloc(p));
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#if ENABLED(RDOC_DEVEL)
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if(!IsAlloc(p))
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{
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RDCERR("Resource being deleted through wrong pool - 0x%p not a memory of 0x%p", p, &items[0]);
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return;
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}
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#endif
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size_t idx = (WrapType *)p - &items[0];
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allocated[idx] = false;
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#if ENABLED(RDOC_DEVEL)
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memset(p, 0xfe, DebugClear ? AllocByteSize : 0);
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#endif
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}
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bool IsAlloc(const void *p) const { return p >= &items[0] && p < &items[PoolCount]; }
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WrapType *items;
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// could possibly make this uint32s and check via bitmasks, but
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// we'll see if it shows up in profiling
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bool allocated[PoolCount];
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// store the last allocations index. Good place to start from and we
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// go through the pool in a ring. Good performance when the pool is empty
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// or contiguously allocated, poorer performance when the pool gets filled up.
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// It also has the bonus of handling repeated new/free well by reallocating the
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// same element.
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int lastAllocIdx;
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};
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ItemPool m_ImmediatePool;
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std::vector<ItemPool *> m_AdditionalPools;
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friend typename FriendMaker<WrapType>::Type;
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};
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#define ALLOCATE_WITH_WRAPPED_POOL(...) \
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typedef WrappingPool<__VA_ARGS__> PoolType; \
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static PoolType m_Pool; \
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void *operator new(size_t sz) { return m_Pool.Allocate(); } \
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void operator delete(void *p) { m_Pool.Deallocate(p); } \
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static bool IsAlloc(void *p) { return m_Pool.IsAlloc(p); }
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#if ENABLED(INCLUDE_TYPE_NAMES)
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#define DECL_TYPENAME(a) \
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template <> \
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const char *GetTypeName<a>::Name() \
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{ \
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return #a; \
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}
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#else
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#define DECL_TYPENAME(a)
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#endif
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#define WRAPPED_POOL_INST(a) \
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a::PoolType a::m_Pool; \
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template <> \
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const size_t a::PoolType::AllocByteSize = sizeof(a); \
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RDCCOMPILE_ASSERT(a::PoolType::AllocCount * sizeof(a) <= a::PoolType::AllocMaxByteSize, \
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"Pool is bigger than max pool size cap for " #a); \
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RDCCOMPILE_ASSERT(a::PoolType::AllocCount > 2, \
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"Pool isn't greater than 2 in size. Bad parameters?"); \
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DECL_TYPENAME(a);
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