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+/****************************************************************************
+**
+** Copyright (C) 1993-2009 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "SystemPrefix.h"
+
+//==============================================================================
+// Includes
+//==============================================================================
+#include "Qt3DSMemoryPool.h"
+#include "Qt3DSMemoryHeap.h"
+
+//==============================================================================
+// Namespace
+//==============================================================================
+namespace Q3DStudio {
+
+//==============================================================================
+/**
+ * Create a new memory pool.
+ *
+ */
+CMemoryPool::CMemoryPool()
+ : m_ChunkSize(0)
+ , m_ChunkCount(0)
+ , m_Ceiling(NULL)
+ , m_Memory(NULL)
+ , m_Top(NULL)
+ , m_Hole(NULL)
+{
+ m_Description[0] = '\0';
+}
+
+//==============================================================================
+/**
+ * Release the memory pool.
+ *
+ * Nobody better point to this pool because it's illegal after this.
+ * We could blast the memory in debug mode to trigger bugs early but most
+ * compilers already do this.
+ */
+CMemoryPool::~CMemoryPool()
+{
+ Release();
+}
+
+//==============================================================================
+/**
+ * Configure the memory pool.
+ *
+ * The pool will allocate inChunkSize * inChunkCount bytes of memory from
+ * the heap using Q3DStudio_new, aligned on 4 byte boundaries.
+ *
+ * @param inName short description of pool - used in tracker
+ * @param inChunkSize size in bytes of each memory block, aka chunk
+ * @param inChunkCount number of chunks the pool holds
+ */
+void CMemoryPool::Initialize(const CHAR *inName, const INT32 inChunkSize, const INT32 inChunkCount)
+{
+ Q3DStudio_ASSERT(!m_Memory);
+
+ // Round up chunk size to the next even pointer size
+ // It needs to be at least pointer size to store the hole linked list
+ INT32 theRoundedChunkSize =
+ static_cast<INT32>(((inChunkSize + sizeof(void *) - 1) / sizeof(void *)) * sizeof(void *));
+
+ // Create pool description
+ Q3DStudio_sprintf(m_Description, sizeof(m_Description), "POOL: %s(%dx%d)", inName,
+ theRoundedChunkSize, inChunkCount);
+
+ // Reserve memory pool
+ m_ChunkSize = theRoundedChunkSize;
+ m_ChunkCount = inChunkCount;
+ m_Memory = reinterpret_cast<INT8 *>(
+ Q3DStudio_heap_allocate(m_ChunkSize * m_ChunkCount, m_Description));
+ m_Top = m_Memory;
+ m_Ceiling = m_Memory + m_ChunkSize * m_ChunkCount;
+}
+
+//==============================================================================
+/**
+ * Release all the memory allocated in Initialize - essentially "uninitialize".
+ */
+void CMemoryPool::Release()
+{
+ Q3DStudio_heap_free(m_Memory, m_ChunkSize * m_ChunkCount);
+
+ m_ChunkSize = 0, m_ChunkCount = 0;
+ m_Ceiling = NULL;
+ m_Memory = NULL;
+ m_Top = NULL;
+ m_Hole = NULL;
+}
+
+//==============================================================================
+// ALLOCATION AND DEALLOCATION
+//==============================================================================
+
+//==============================================================================
+/**
+ * Fetch a new chunk of memory.
+ *
+ * If there is a pool hole we use that, otherwise feed of the head.
+ * Every alloction is tracked in m_Statistics.
+ * @return a pointer to inChunkSize bytes of usable memory
+ */
+void *CMemoryPool::Allocate()
+{
+ if (m_Hole)
+ return PopHole();
+ else
+ return UseTop();
+}
+
+//==============================================================================
+/**
+ * Release a chunk of memory and track changes in statistics
+ * @param inChunk a pointer to memory to be reused
+ */
+void CMemoryPool::Free(void *inChunk)
+{
+ Q3DStudio_ASSERT(OwnsChunk(inChunk));
+ PushHole(inChunk);
+}
+
+//==============================================================================
+/**
+ * Verify that a pointer is owned by a specific pool
+ * @param inChunk a pointer to be checked
+ * @return BOOL true if the chunk is owned by this pool
+ */
+BOOL CMemoryPool::OwnsChunk(const void *inChunk) const
+{
+#ifdef _DEBUG
+ // Scan all holes to prevent double releasing memory
+ if (!(inChunk >= m_Ceiling || inChunk < m_Memory)) {
+ // No freeing anything above the top?
+ Q3DStudio_ASSERT(inChunk < m_Top);
+
+ // Not freeing any holes?
+ void *theHoleChunk = m_Hole;
+ while (theHoleChunk) {
+ Q3DStudio_ASSERT(inChunk != theHoleChunk);
+ theHoleChunk = reinterpret_cast<void *>(*reinterpret_cast<size_t *>(theHoleChunk));
+ }
+ }
+#endif // DEBUG
+
+ return !(inChunk >= m_Ceiling || inChunk < m_Memory);
+}
+
+//==============================================================================
+/**
+ * Quick check to see if there are chunks available
+ * @return BOOL true if the pool has available chunks
+ */
+BOOL CMemoryPool::IsFull() const
+{
+ return m_Hole == NULL && GetFreeTops() == 0;
+}
+
+//==============================================================================
+/**
+ * Get the total number of free chunks in this pool.
+ * @return INT32 is the nunber of free chunks
+ */
+INT32 CMemoryPool::GetFreeChunks() const
+{
+ return GetFreeTops() + GetFreeHoles();
+}
+
+//==============================================================================
+/**
+ * Get the number of holes in this pool.
+ * @return INT32 is the nunber of holes
+ */
+INT32 CMemoryPool::GetFreeHoles() const
+{
+ INT32 theHoleCounter = 0;
+ void *theHoleChunk = m_Hole;
+
+ // Walk the hole list until there are no more holes
+ while (theHoleChunk) {
+ theHoleChunk = reinterpret_cast<void *>(*reinterpret_cast<size_t *>(theHoleChunk));
+ ++theHoleCounter;
+ }
+
+ return theHoleCounter;
+}
+
+//==============================================================================
+/**
+ * Get the number of chunks left at the top.
+ * @return INT32 is the nunber of continous chunks at the top
+ */
+INT32 CMemoryPool::GetFreeTops() const
+{
+ return static_cast<INT32>((m_Ceiling - m_Top)) / m_ChunkSize;
+}
+
+//==============================================================================
+// IMPLEMENTATION
+//==============================================================================
+
+//==============================================================================
+/**
+ * Return a chunch from the top.
+ *
+ * The top is only used if no pool holes are available.
+ * @return a pointer to the chunk at the top
+ */
+void *CMemoryPool::UseTop()
+{
+ // Out of memory?
+ // This is not assert since it may happen during normal runtime.
+ if (m_Top >= m_Ceiling)
+ return NULL;
+
+ void *theChunk = m_Top;
+ m_Top += m_ChunkSize;
+
+#if Q3DStudio_MEMORY_POOLTRACKING
+ m_Probe.Allocate(m_ChunkSize);
+#endif // Q3DStudio_MEMORY_POOLTRACKING
+ return theChunk;
+}
+
+//==============================================================================
+/**
+ * Add a new hole to the pool list.
+ *
+ * The holes are used in a stack-like fashion so the chunk we push in most
+ * recently is the first one to be returned next New call.
+ * The holes are linked by using the first four bytes to point to the next
+ * chunk. We are hijacking them to create a linked list of free chunks.
+ * @param inChunk is the just deleted chunk
+ */
+void CMemoryPool::PushHole(void *inChunk)
+{
+#if Q3DStudio_MEMORY_POOLTRACKING
+ m_Probe.Free(m_ChunkSize);
+#endif // Q3DStudio_MEMORY_POOLTRACKING
+
+ // Set the pushed chunk to be the new top hole after we
+ // link the content of the new chunk to the last top.
+ *reinterpret_cast<size_t *>(inChunk) = reinterpret_cast<size_t>(m_Hole);
+ m_Hole = inChunk;
+}
+
+//==============================================================================
+/**
+ * Get the topmost hole as our chunk.
+ *
+ * Return the latest hole and relink the list of holes to the top.
+ * @return void* is the most recently deleted chunk
+ */
+void *CMemoryPool::PopHole()
+{
+ Q3DStudio_ASSERT(m_Hole);
+
+ // Return the old hole as our new chunk after we
+ // set the hole to the second hole in the list.
+ void *theChunk = m_Hole;
+ m_Hole = reinterpret_cast<void *>(*reinterpret_cast<size_t *>(m_Hole));
+
+#if Q3DStudio_MEMORY_POOLTRACKING
+ m_Probe.Allocate(m_ChunkSize);
+#endif // Q3DStudio_MEMORY_POOLTRACKING
+ return theChunk;
+}
+
+} // namespace Q3DStudio