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renderdoc/renderdoc/common/wrapped_pool.h
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2022 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 "api/replay/stringise.h"
#include "common.h"
#include "threading.h"
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, 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;
}
// allocate a new additional pool and use that to allocate from
m_AdditionalPools.push_back(new ItemPool(m_AdditionalPools.size() + 1));
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)
{
if(p == NULL)
return;
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
RDCERR("Resource being deleted through wrong pool - 0x%p not a member of this pool", p);
}
static const size_t AllocByteSize;
private:
WrappingPool() : m_ImmediatePool(0) {}
~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(size_t poolIndex)
{
const size_t itemSize = sizeof(WrapType);
size_t size;
// first immediate pool is small - 1kB or enough for 4 objects (for every large objects like
// devices/queues where we don't expect many)
if(poolIndex == 0)
{
size = RDCMAX(itemSize * 4, (size_t)1024);
}
else if(poolIndex == 1)
{
// second pool is larger at 16kB, but still could be spillover from a very small immediate
// pool.
size = 16 * 1024;
}
else
{
// after that we jump up but don't get too crazy, allocate 512kB at a time
size = 512 * 1024;
}
count = size / itemSize;
items = (WrapType *)(new uint8_t[count * itemSize]);
freeStack = new int[count];
for(int i = 0; i < (int)count; ++i)
{
freeStack[i] = i;
}
freeStackHead = count;
}
~ItemPool()
{
delete[](uint8_t *) items;
delete[] freeStack;
}
void *Allocate()
{
if(freeStackHead == 0)
{
return NULL;
}
--freeStackHead;
void *ret = items + freeStack[freeStackHead];
#if ENABLED(RDOC_DEVEL)
const size_t itemSize = sizeof(WrapType);
memset(ret, 0xb0, itemSize);
#endif
return ret;
}
void Deallocate(void *p)
{
int idx = (int)((WrapType *)p - &items[0]);
freeStack[freeStackHead] = idx;
++freeStackHead;
#if ENABLED(RDOC_DEVEL)
const size_t itemSize = sizeof(WrapType);
if(DebugClear)
memset(p, 0xfe, itemSize);
#endif
}
bool IsAlloc(const void *p) const { return p >= &items[0] && p < &items[count]; }
WrapType *items;
size_t count;
int *freeStack;
size_t freeStackHead;
};
ItemPool m_ImmediatePool;
rdcarray<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(const void *p) { return m_Pool.IsAlloc(p); }
#define WRAPPED_POOL_INST(a) \
a::PoolType a::m_Pool; \
DECLARE_STRINGISE_TYPE(a);