Refactor PoolAllocator and add SingleFrameAllocator

This commit is contained in:
Daniel Chappuis 2016-09-21 22:01:14 +02:00
parent 1a26241fa8
commit 92460791e6
4 changed files with 170 additions and 14 deletions

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@ -24,19 +24,19 @@
********************************************************************************/ ********************************************************************************/
// Libraries // Libraries
#include "MemoryAllocator.h" #include "PoolAllocator.h"
#include <cstdlib> #include <cstdlib>
#include <cassert> #include <cassert>
using namespace reactphysics3d; using namespace reactphysics3d;
// Initialization of static variables // Initialization of static variables
bool MemoryAllocator::isMapSizeToHeadIndexInitialized = false; bool PoolAllocator::isMapSizeToHeadIndexInitialized = false;
size_t MemoryAllocator::mUnitSizes[NB_HEAPS]; size_t PoolAllocator::mUnitSizes[NB_HEAPS];
int MemoryAllocator::mMapSizeToHeapIndex[MAX_UNIT_SIZE + 1]; int PoolAllocator::mMapSizeToHeapIndex[MAX_UNIT_SIZE + 1];
// Constructor // Constructor
MemoryAllocator::MemoryAllocator() { PoolAllocator::PoolAllocator() {
// Allocate some memory to manage the blocks // Allocate some memory to manage the blocks
mNbAllocatedMemoryBlocks = 64; mNbAllocatedMemoryBlocks = 64;
@ -78,7 +78,7 @@ MemoryAllocator::MemoryAllocator() {
} }
// Destructor // Destructor
MemoryAllocator::~MemoryAllocator() { PoolAllocator::~PoolAllocator() {
// Release the memory allocated for each block // Release the memory allocated for each block
for (uint i=0; i<mNbCurrentMemoryBlocks; i++) { for (uint i=0; i<mNbCurrentMemoryBlocks; i++) {
@ -96,7 +96,7 @@ MemoryAllocator::~MemoryAllocator() {
// Allocate memory of a given size (in bytes) and return a pointer to the // Allocate memory of a given size (in bytes) and return a pointer to the
// allocated memory. // allocated memory.
void* MemoryAllocator::allocate(size_t size) { void* PoolAllocator::allocate(size_t size) {
// We cannot allocate zero bytes // We cannot allocate zero bytes
if (size == 0) return nullptr; if (size == 0) return nullptr;
@ -164,7 +164,7 @@ void* MemoryAllocator::allocate(size_t size) {
} }
// Release previously allocated memory. // Release previously allocated memory.
void MemoryAllocator::release(void* pointer, size_t size) { void PoolAllocator::release(void* pointer, size_t size) {
// Cannot release a 0-byte allocated memory // Cannot release a 0-byte allocated memory
if (size == 0) return; if (size == 0) return;

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@ -23,8 +23,8 @@
* * * *
********************************************************************************/ ********************************************************************************/
#ifndef REACTPHYSICS3D_MEMORY_ALLOCATOR_H #ifndef REACTPHYSICS3D_POOL_ALLOCATOR_H
#define REACTPHYSICS3D_MEMORY_ALLOCATOR_H #define REACTPHYSICS3D_POOL_ALLOCATOR_H
// Libraries // Libraries
#include <cstring> #include <cstring>
@ -33,14 +33,14 @@
/// ReactPhysics3D namespace /// ReactPhysics3D namespace
namespace reactphysics3d { namespace reactphysics3d {
// Class MemoryAllocator // Class PoolAllocator
/** /**
* This class is used to efficiently allocate memory on the heap. * This class is used to efficiently allocate memory on the heap.
* It allows us to allocate small blocks of memory (smaller or equal to 1024 bytes) * It allows us to allocate small blocks of memory (smaller or equal to 1024 bytes)
* efficiently. This implementation is inspired by the small block allocator * efficiently. This implementation is inspired by the small block allocator
* described here : http://www.codeproject.com/useritems/Small_Block_Allocator.asp * described here : http://www.codeproject.com/useritems/Small_Block_Allocator.asp
*/ */
class MemoryAllocator { class PoolAllocator {
private : private :
@ -126,10 +126,10 @@ class MemoryAllocator {
// -------------------- Methods -------------------- // // -------------------- Methods -------------------- //
/// Constructor /// Constructor
MemoryAllocator(); PoolAllocator();
/// Destructor /// Destructor
~MemoryAllocator(); ~PoolAllocator();
/// Allocate memory of a given size (in bytes) and return a pointer to the /// Allocate memory of a given size (in bytes) and return a pointer to the
/// allocated memory. /// allocated memory.

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@ -0,0 +1,80 @@
/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2016 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
// Libraries
#include "SingleFrameAllocator.h"
#include <cstdlib>
#include <cassert>
using namespace reactphysics3d;
// Constructor
SingleFrameAllocator::SingleFrameAllocator(size_t totalSizeBytes)
: mTotalSizeBytes(totalSizeBytes), mCurrentOffset(0) {
// Allocate a whole block of memory at the beginning
mMemoryBufferStart = static_cast<char*>(malloc(mTotalSizeBytes));
assert(mMemoryBufferStart != nullptr);
}
// Destructor
SingleFrameAllocator::~SingleFrameAllocator() {
// Release the memory allocated at the beginning
free(mMemoryBufferStart);
}
// Allocate memory of a given size (in bytes) and return a pointer to the
// allocated memory.
void* SingleFrameAllocator::allocate(size_t size) {
// Check that there is enough remaining memory in the buffer
if (static_cast<size_t>(mCurrentOffset) + size > mTotalSizeBytes) {
// This should never occur. If it does, you must increase the initial
// size of memory of this allocator
assert(false);
// Return null
return nullptr;
}
// Next available memory location
void* nextAvailableMemory = mMemoryBufferStart + mCurrentOffset;
// Increment the offset
mCurrentOffset += size;
// Return the next available memory location
return nextAvailableMemory;
}
// Reset the marker of the current allocated memory
void SingleFrameAllocator::reset() {
// Reset the current offset at the beginning of the block
mCurrentOffset = 0;
}

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@ -0,0 +1,76 @@
/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2016 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef REACTPHYSICS3D_SINGLE_FRAME_ALLOCATOR_H
#define REACTPHYSICS3D_SINGLE_FRAME_ALLOCATOR_H
// Libraries
#include <cstring>
#include "configuration.h"
/// ReactPhysics3D namespace
namespace reactphysics3d {
// Class SingleFrameAllocator
/**
* This class represent a memory allocator used to efficiently allocate
* memory on the heap that is used during a single frame.
*/
class SingleFrameAllocator {
private :
// -------------------- Attributes -------------------- //
/// Total size (in bytes) of memory of the allocator
size_t mTotalSizeBytes;
/// Pointer to the beginning of the allocated memory block
char* mMemoryBufferStart;
/// Pointer to the next available memory location in the buffer
int mCurrentOffset;
public :
// -------------------- Methods -------------------- //
/// Constructor
SingleFrameAllocator(size_t totalSizeBytes);
/// Destructor
~SingleFrameAllocator();
/// Allocate memory of a given size (in bytes)
void* allocate(size_t size);
/// Reset the marker of the current allocated memory
void reset();
};
}
#endif