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renderdoc/renderdoc/common/wrapped_pool.h
T
2017-01-06 12:13:31 +00:00

279 lines
8.3 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2017 Baldur Karlsson
* Copyright (c) 2014 Crytek
*
* 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.
******************************************************************************/
#pragma once
#include <stdint.h>
#include <string.h>
#include "common.h"
#include "threading.h"
#define INCLUDE_TYPE_NAMES RDOC_DEVEL
#if ENABLED(INCLUDE_TYPE_NAMES)
template <class T>
class GetTypeName
{
public:
static const char *Name();
};
#endif
template <class C>
class FriendMaker
{
public:
typedef C Type;
};
// allocate each class in its own pool so we can identify the type by the pointer
template <typename WrapType, int PoolCount = 8192, int MaxPoolByteSize = 1024 * 1024, bool DebugClear = true>
class WrappingPool
{
public:
void *Allocate()
{
SCOPED_LOCK(m_Lock);
// try and allocate from immediate pool
void *ret = m_ImmediatePool.Allocate();
if(ret != NULL)
return ret;
// fall back to additional pools, if there are any
for(size_t i = 0; i < m_AdditionalPools.size(); i++)
{
ret = m_AdditionalPools[i]->Allocate();
if(ret != NULL)
return ret;
}
// warn when we need to allocate an additional pool
#if ENABLED(INCLUDE_TYPE_NAMES)
RDCWARN("Ran out of free slots in %s pool!", GetTypeName<WrapType>::Name());
#else
RDCWARN("Ran out of free slots in pool 0x%p!", &m_ImmediatePool.items[0]);
#endif
// allocate a new additional pool and use that to allocate from
m_AdditionalPools.push_back(new ItemPool());
#if ENABLED(INCLUDE_TYPE_NAMES)
RDCDEBUG("WrappingPool[%d]<%s>: %p -> %p", (uint32_t)m_AdditionalPools.size() - 1,
GetTypeName<WrapType>::Name(), &m_AdditionalPools.back()->items[0],
&m_AdditionalPools.back()->items[AllocCount - 1]);
#endif
return m_AdditionalPools.back()->Allocate();
}
bool IsAlloc(const void *p)
{
// we can check the immediate pool without locking
if(m_ImmediatePool.IsAlloc(p))
return true;
// if we have additional pools, lock and check them.
// TODO: Check for additional pools in a lock-free manner,
// to prevent the cost of locking if there are no more pools.
{
SCOPED_LOCK(m_Lock);
for(size_t i = 0; i < m_AdditionalPools.size(); i++)
if(m_AdditionalPools[i]->IsAlloc(p))
return true;
}
return false;
}
void Deallocate(void *p)
{
SCOPED_LOCK(m_Lock);
// try immediate pool
if(m_ImmediatePool.IsAlloc(p))
{
m_ImmediatePool.Deallocate(p);
return;
}
else if(!m_AdditionalPools.empty())
{
// fall back and try additional pools
for(size_t i = 0; i < m_AdditionalPools.size(); i++)
{
if(m_AdditionalPools[i]->IsAlloc(p))
{
m_AdditionalPools[i]->Deallocate(p);
return;
}
}
}
// this is an error - deleting an object that we don't recognise
#if ENABLED(INCLUDE_TYPE_NAMES)
RDCERR("Resource being deleted through wrong pool - 0x%p not a member of %s", p,
GetTypeName<WrapType>::Name());
#else
RDCERR("Resource being deleted through wrong pool - 0x%p not a member of 0x%p", p,
&m_ImmediatePool.items[0]);
#endif
}
static const size_t AllocCount = PoolCount;
static const size_t AllocMaxByteSize = MaxPoolByteSize;
static const size_t AllocByteSize;
private:
WrappingPool()
{
#if ENABLED(INCLUDE_TYPE_NAMES)
// hack - print in kB because float printing relies on statics that might not be initialised
// yet in loading order. Ugly :(
RDCDEBUG("WrappingPool<%s> %d in %dkB: %p -> %p", GetTypeName<WrapType>::Name(), PoolCount,
(PoolCount * AllocByteSize) / 1024, &m_ImmediatePool.items[0],
&m_ImmediatePool.items[AllocCount - 1]);
#endif
}
~WrappingPool()
{
for(size_t i = 0; i < m_AdditionalPools.size(); i++)
delete m_AdditionalPools[i];
m_AdditionalPools.clear();
}
Threading::CriticalSection m_Lock;
struct ItemPool
{
ItemPool()
{
lastAllocIdx = 0;
RDCEraseEl(allocated);
items = (WrapType *)(new uint8_t[AllocCount * AllocByteSize]);
}
~ItemPool() { delete[](uint8_t *) items; }
void *Allocate()
{
int lastAlloc = lastAllocIdx;
if(allocated[lastAlloc])
{
int end = lastAlloc;
do
{
lastAlloc = (lastAlloc + 1) % PoolCount;
} while(allocated[lastAlloc] && lastAlloc != end);
if(allocated[lastAlloc])
{
return NULL;
}
}
void *ret = (void *)&items[lastAlloc];
allocated[lastAlloc] = true;
#if ENABLED(RDOC_DEVEL)
memset(ret, 0xb0, AllocByteSize);
#endif
lastAllocIdx = lastAlloc;
return ret;
}
void Deallocate(void *p)
{
RDCASSERT(IsAlloc(p));
#if ENABLED(RDOC_DEVEL)
if(!IsAlloc(p))
{
RDCERR("Resource being deleted through wrong pool - 0x%p not a memory of 0x%p", p, &items[0]);
return;
}
#endif
size_t idx = (WrapType *)p - &items[0];
allocated[idx] = false;
#if ENABLED(RDOC_DEVEL)
memset(p, 0xfe, DebugClear ? AllocByteSize : 0);
#endif
}
bool IsAlloc(const void *p) const { return p >= &items[0] && p < &items[PoolCount]; }
WrapType *items;
// could possibly make this uint32s and check via bitmasks, but
// we'll see if it shows up in profiling
bool allocated[PoolCount];
// store the last allocations index. Good place to start from and we
// go through the pool in a ring. Good performance when the pool is empty
// or contiguously allocated, poorer performance when the pool gets filled up.
// It also has the bonus of handling repeated new/free well by reallocating the
// same element.
int lastAllocIdx;
};
ItemPool m_ImmediatePool;
std::vector<ItemPool *> m_AdditionalPools;
friend typename FriendMaker<WrapType>::Type;
};
#define ALLOCATE_WITH_WRAPPED_POOL(...) \
typedef WrappingPool<__VA_ARGS__> PoolType; \
static PoolType m_Pool; \
void *operator new(size_t sz) { return m_Pool.Allocate(); } \
void operator delete(void *p) { m_Pool.Deallocate(p); } \
static bool IsAlloc(void *p) { return m_Pool.IsAlloc(p); }
#if ENABLED(INCLUDE_TYPE_NAMES)
#define DECL_TYPENAME(a) \
template <> \
const char *GetTypeName<a>::Name() \
{ \
return #a; \
}
#else
#define DECL_TYPENAME(a)
#endif
#define WRAPPED_POOL_INST(a) \
a::PoolType a::m_Pool; \
template <> \
const size_t a::PoolType::AllocByteSize = sizeof(a); \
RDCCOMPILE_ASSERT(a::PoolType::AllocCount * sizeof(a) <= a::PoolType::AllocMaxByteSize, \
"Pool is bigger than max pool size cap for " #a); \
RDCCOMPILE_ASSERT(a::PoolType::AllocCount > 2, \
"Pool isn't greater than 2 in size. Bad parameters?"); \
DECL_TYPENAME(a);