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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 "Qt3DSMemory.h"
#include "Qt3DSMemoryHeap.h"
#include "Qt3DSMemoryStatistics.h"
#include "Qt3DSIStream.h"
#include "foundation/Qt3DSLogging.h"
//==============================================================================
// Namespace
//==============================================================================
namespace Q3DStudio {
//==============================================================================
// Static Initialzation
//==============================================================================
CMemoryProbe CMemoryHeap::s_Probe;
#if Q3DStudio_MEMORY_HEAPTRACKING
CMemoryHeap::TMemoryReport CMemoryHeap::s_MemoryReport;
#endif // Q3DStudio_MEMORY_HEAPTRACKING
//==============================================================================
/**
* Allocate a chunk of memory and potentially track it.
* @param inSize size of requested memory block, in bytes
* @param inDescription allocation description such as class name or pool name
* @param inFile file name
* @param inFunction method name
* @param inLine line number
* @return void* a pointer to a memory block large enough to hold inSize bytes
*/
void *CMemoryHeap::Allocate(const INT32 inSize, const CHAR *inDescription, const CHAR *inFile,
const INT32 inLine)
{
// Always track stats and trigger snapshot if this is a new record
s_Probe.Allocate(inSize);
// Check if we are exceeding the max memory limit
if (Q3DStudio_MEMORY_LIMIT > 0
&& s_Probe.GetBytes(Q3DStudio::MEMSCOPE_GLOBAL, Q3DStudio::MEMVALUE_CURRENT)
> Q3DStudio_MEMORY_LIMIT) {
qCCritical (qt3ds::OUT_OF_MEMORY)
<< "Q3DStudio_MEMORY_UNIT exceeded " << Q3DStudio_MEMORY_LIMIT;
Q3DStudio_ASSERT(false);
}
#if Q3DStudio_MEMORY_HEAPTRACKING
void *theAllocatedPtr = CMemory::Malloc()(static_cast<const size_t>(inSize));
if (s_MemoryReport.GetCount() < s_MemoryReport.GetCapacity()) {
SReportEntry theEntry = { theAllocatedPtr, inSize, inDescription, inFile, inLine };
s_MemoryReport.Push(theEntry);
} else {
static BOOL s_FullWarning = false;
if (!s_FullWarning) {
qCWarning (qt3ds::TRACE_INFO) << "HeapTracker full. "
<< "Please increase Q3DStudio_MEMORY_HEAPTRACKINGSIZE("
<< Q3DStudio_MEMORY_HEAPTRACKINGSIZE << ") "
<< "to track all allocation and tune your pools to avoid "
<< "hitting the heap.";
s_FullWarning = true;
}
}
return theAllocatedPtr;
#else
Q3DStudio_UNREFERENCED_PARAMETER(inLine);
Q3DStudio_UNREFERENCED_PARAMETER(inFile);
Q3DStudio_UNREFERENCED_PARAMETER(inDescription);
return CMemory::Malloc()(static_cast<const size_t>(inSize));
#endif // Q3DStudio_MEMORY_HEAPTRACKING
}
//==============================================================================
/**
* Free a block of memory allocated using CMemoryHeap::Allocate
* @param inPointer pointer given in a previous allocation
* @param inSize size of given memory block, in bytes
*/
void CMemoryHeap::Free(void *inPointer, INT32 inSize)
{
// No-Op on NULL
if (!inPointer)
return;
#if Q3DStudio_MEMORY_HEAPTRACKING
RemoveReport(inPointer);
#endif // Q3DStudio_MEMORY_HEAPTRACKING
s_Probe.Free(inSize);
return CMemory::Free()(inPointer);
}
//==============================================================================
/**
* Re-allocate an existing chunk of memory and potentially track it.
* @param inPointer pointer given in a previous allocation
* @param inOldSize size of current memory block, in bytes
* @param inNewSize size of requested memory block, in bytes
* @param inNewDescription allocation description such as class name or pool name
* @param inFile file name
* @param inFunction method name
* @param inLine line number
* @return void* a pointer to a memory block large enough to hold inSize bytes
*/
void *CMemoryHeap::Reallocate(void *inPointer, const INT32 inOldSize, const INT32 inNewSize,
const CHAR *inNewDescription, const CHAR *inFile, const INT32 inLine)
{
// Make sure this isn't a new malloc
if (!inPointer)
return Allocate(inNewSize, inNewDescription, inFile, inLine);
// Always track stats and record new high if it's a record
s_Probe.Allocate(inNewSize);
s_Probe.Free(inOldSize);
// Check if we are exceeding the max memory limit
Q3DStudio_ASSERT(Q3DStudio_MEMORY_LIMIT == 0
? true
: s_Probe.GetBytes(Q3DStudio::MEMSCOPE_GLOBAL, Q3DStudio::MEMVALUE_CURRENT)
< Q3DStudio_MEMORY_LIMIT);
#if Q3DStudio_MEMORY_HEAPTRACKING
RemoveReport(inPointer);
void *theReallocatedPtr = CMemory::Realloc()(inPointer, static_cast<const size_t>(inNewSize));
SReportEntry theEntry = { theReallocatedPtr, inNewSize, inNewDescription, inFile, inLine };
s_MemoryReport.Push(theEntry);
return theReallocatedPtr;
#else
return CMemory::Realloc()(inPointer, static_cast<const size_t>(inNewSize));
#endif // Q3DStudio_MEMORY_HEAPTRACKING
}
//==============================================================================
/**
* Retrieves memory info about a particular allocation
* @param inPointer allocated memory
* @return SMemoryHeapReportEntry* memory report
*/
CMemoryHeap::SReportEntry *CMemoryHeap::FindReport(void *inPointer)
{
Q3DStudio_UNREFERENCED_PARAMETER(inPointer);
#if Q3DStudio_MEMORY_HEAPTRACKING
INT32 theEnd = s_MemoryReport.GetCount();
for (INT32 theIndex = 0; theIndex < theEnd; ++theIndex)
if (s_MemoryReport[theIndex].m_AllocatedPointer == inPointer)
return &s_MemoryReport[theIndex];
Q3DStudio_ASSERT(false);
#endif // Q3DStudio_MEMORY_HEAPTRACKING
return NULL;
}
//==============================================================================
/**
* Removes memory info due to a deallocation.
* @param inPointer allocated memory
*/
void CMemoryHeap::RemoveReport(void *inPointer)
{
Q3DStudio_UNREFERENCED_PARAMETER(inPointer);
#if Q3DStudio_MEMORY_HEAPTRACKING
INT32 theEnd = s_MemoryReport.GetCount();
for (INT32 theIndex = 0; theIndex < theEnd; ++theIndex) {
if (s_MemoryReport[theIndex].m_AllocatedPointer == inPointer) {
s_MemoryReport.Remove(theIndex);
return;
}
}
#endif // Q3DStudio_MEMORY_HEAPTRACKING
}
//==============================================================================
/**
* The memory probe records basic heap activity
* @return reference to probe
*/
CMemoryProbe &CMemoryHeap::GetProbe()
{
return s_Probe;
}
//==============================================================================
/**
* The report records all heap activity
* @return pointer to report if tracking is on, or NULL
*/
CMemoryHeap::TMemoryReport *CMemoryHeap::GetReport()
{
#if Q3DStudio_MEMORY_HEAPTRACKING
return &s_MemoryReport;
#else
return NULL;
#endif // Q3DStudio_MEMORY_HEAPTRACKING
}
} // namespace Q3DStudio
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