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			Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
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			149 lines
		
	
	
	
		
			5.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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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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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 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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| 
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| #ifndef POOL_ALLOCATOR_H
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| #define POOL_ALLOCATOR_H
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| 
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| #include "core/typedefs.h"
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| 
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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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| 
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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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| 
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| class PoolAllocator {
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| public:
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| 	typedef int ID;
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| 
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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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| 	};
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| 
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| 	struct Entry {
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| 		unsigned int pos = 0;
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| 		unsigned int len = 0;
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| 		unsigned int lock = 0;
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| 		unsigned int check = 0;
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| 
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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() {}
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| 	};
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| 
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| 	typedef int EntryArrayPos;
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| 	typedef int EntryIndicesPos;
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| 
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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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| 
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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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| 
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| 	int free_mem;
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| 	int free_mem_peak;
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| 
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| 	unsigned int check_count;
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| 	int align;
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| 
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| 	bool needs_locking;
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| 
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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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| 		}
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| 
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| 		return p_size;
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| 	}
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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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| 
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| 	void create_pool(void *p_mem, int p_size, int p_max_entries);
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 	virtual ~PoolAllocator();
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| };
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| 
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| #endif // POOL_ALLOCATOR_H
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