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								/*************************************************************************/
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								/*  pool_allocator.h                                                     */
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								/*************************************************************************/
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								/*                       This file is part of:                           */
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								/*                           GODOT ENGINE                                */
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											2017-08-27 14:16:55 +02:00
										 
									 
								 
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								/*                      https://godotengine.org                          */
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								/*************************************************************************/
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											2020-01-01 11:16:22 +01:00
										 
									 
								 
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								/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
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								/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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								/*                                                                       */
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								/* Permission is hereby granted, free of charge, to any person obtaining */
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								/* a copy of this software and associated documentation files (the       */
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								/* "Software"), to deal in the Software without restriction, including   */
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								/* without limitation the rights to use, copy, modify, merge, publish,   */
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								/* distribute, sublicense, and/or sell copies of the Software, and to    */
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								/* permit persons to whom the Software is furnished to do so, subject to */
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								/* the following conditions:                                             */
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								/*                                                                       */
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								/* The above copyright notice and this permission notice shall be        */
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								/* included in 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,       */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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								/*************************************************************************/
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								#ifndef POOL_ALLOCATOR_H
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								#define POOL_ALLOCATOR_H
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								#include "core/typedefs.h"
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								/**
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									@author Juan Linietsky <reduzio@gmail.com>
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								 * Generic Pool Allocator.
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								 * This is a generic memory pool allocator, with locking, compacting and alignment. (@TODO alignment)
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								 * It used as a standard way to manage alloction in a specific region of memory, such as texture memory,
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								 * audio sample memory, or just any kind of memory overall.
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								 * (@TODO) abstraction should be greater, because in many platforms, you need to manage a nonreachable memory.
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								*/
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								enum {
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									POOL_ALLOCATOR_INVALID_ID = -1 ///< default invalid value. use INVALID_ID( id ) to test
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								};
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								class PoolAllocator {
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								public:
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									typedef int ID;
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								private:
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									enum {
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										CHECK_BITS = 8,
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										CHECK_LEN = (1 << CHECK_BITS),
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										CHECK_MASK = CHECK_LEN - 1
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									};
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									struct Entry {
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										unsigned int pos;
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										unsigned int len;
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										unsigned int lock;
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										unsigned int check;
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										inline void clear() {
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											pos = 0;
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											len = 0;
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											lock = 0;
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											check = 0;
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										}
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										Entry() { clear(); }
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									};
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									typedef int EntryArrayPos;
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									typedef int EntryIndicesPos;
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									Entry *entry_array;
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									int *entry_indices;
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									int entry_max;
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									int entry_count;
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									uint8_t *pool;
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									void *mem_ptr;
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									int pool_size;
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									int free_mem;
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									int free_mem_peak;
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									unsigned int check_count;
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									int align;
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									bool needs_locking;
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									inline int entry_end(const Entry &p_entry) const {
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										return p_entry.pos + aligned(p_entry.len);
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									}
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									inline int aligned(int p_size) const {
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										int rem = p_size % align;
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										if (rem)
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											p_size += align - rem;
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										return p_size;
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									}
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									void compact(int p_up_to = -1);
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									void compact_up(int p_from = 0);
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									bool get_free_entry(EntryArrayPos *p_pos);
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									bool find_hole(EntryArrayPos *p_pos, int p_for_size);
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									bool find_entry_index(EntryIndicesPos *p_map_pos, Entry *p_entry);
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									Entry *get_entry(ID p_mem);
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									const Entry *get_entry(ID p_mem) const;
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									void create_pool(void *p_mem, int p_size, int p_max_entries);
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								protected:
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									virtual void mt_lock() const; ///< Reimplement for custom mt locking
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									virtual void mt_unlock() const; ///< Reimplement for custom mt locking
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								public:
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									enum {
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										DEFAULT_MAX_ALLOCS = 4096,
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									};
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									ID alloc(int p_size); ///< Alloc memory, get an ID on success, POOL_ALOCATOR_INVALID_ID on failure
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									void free(ID p_mem); ///< Free allocated memory
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									Error resize(ID p_mem, int p_new_size); ///< resize a memory chunk
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									int get_size(ID p_mem) const;
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									int get_free_mem(); ///< get free memory
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									int get_used_mem() const;
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									int get_free_peak(); ///< get free memory
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									Error lock(ID p_mem); //@todo move this out
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									void *get(ID p_mem);
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									const void *get(ID p_mem) const;
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									void unlock(ID p_mem);
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									bool is_locked(ID p_mem) const;
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									PoolAllocator(int p_size, bool p_needs_locking = false, int p_max_entries = DEFAULT_MAX_ALLOCS);
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									PoolAllocator(void *p_mem, int p_size, int p_align = 1, bool p_needs_locking = false, int p_max_entries = DEFAULT_MAX_ALLOCS);
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									PoolAllocator(int p_align, int p_size, bool p_needs_locking = false, int p_max_entries = DEFAULT_MAX_ALLOCS);
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									virtual ~PoolAllocator();
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								};
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								#endif
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