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1 // Copyright (c) 2011 The Chromium Authors. All rights reserved. | 1 // Copyright (c) 2011 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 // This file contains the implementation of the FencedAllocator class. | 5 // This file contains the implementation of the FencedAllocator class. |
6 | 6 |
7 #include "../client/fenced_allocator.h" | 7 #include "../client/fenced_allocator.h" |
8 #include <algorithm> | 8 #include <algorithm> |
9 #include "../client/cmd_buffer_helper.h" | 9 #include "../client/cmd_buffer_helper.h" |
10 | 10 |
11 namespace gpu { | 11 namespace gpu { |
12 | 12 |
13 #ifndef _MSC_VER | 13 #ifndef _MSC_VER |
14 const FencedAllocator::Offset FencedAllocator::kInvalidOffset; | 14 const FencedAllocator::Offset FencedAllocator::kInvalidOffset; |
15 #endif | 15 #endif |
16 | 16 |
17 FencedAllocator::FencedAllocator(unsigned int size, | 17 FencedAllocator::FencedAllocator(unsigned int size, |
18 CommandBufferHelper *helper) | 18 CommandBufferHelper *helper) |
19 : helper_(helper) { | 19 : helper_(helper), |
20 zero_offset_(size) { | |
20 Block block = { FREE, 0, size, kUnusedToken }; | 21 Block block = { FREE, 0, size, kUnusedToken }; |
21 blocks_.push_back(block); | 22 blocks_.push_back(block); |
22 } | 23 } |
23 | 24 |
24 FencedAllocator::~FencedAllocator() { | 25 FencedAllocator::~FencedAllocator() { |
25 // Free blocks pending tokens. | 26 // Free blocks pending tokens. |
26 for (unsigned int i = 0; i < blocks_.size(); ++i) { | 27 for (unsigned int i = 0; i < blocks_.size(); ++i) { |
27 if (blocks_[i].state == FREE_PENDING_TOKEN) { | 28 if (blocks_[i].state == FREE_PENDING_TOKEN) { |
28 i = WaitForTokenAndFreeBlock(i); | 29 i = WaitForTokenAndFreeBlock(i); |
29 } | 30 } |
30 } | 31 } |
31 // These checks are not valid if the service has crashed or lost the context. | 32 // These checks are not valid if the service has crashed or lost the context. |
32 // GPU_DCHECK_EQ(blocks_.size(), 1u); | 33 // GPU_DCHECK_EQ(blocks_.size(), 1u); |
33 // GPU_DCHECK_EQ(blocks_[0].state, FREE); | 34 // GPU_DCHECK_EQ(blocks_[0].state, FREE); |
34 } | 35 } |
35 | 36 |
36 // Looks for a non-allocated block that is big enough. Search in the FREE | 37 // Looks for a non-allocated block that is big enough. Search in the FREE |
37 // blocks first (for direct usage), first-fit, then in the FREE_PENDING_TOKEN | 38 // blocks first (for direct usage), first-fit, then in the FREE_PENDING_TOKEN |
38 // blocks, waiting for them. The current implementation isn't smart about | 39 // blocks, waiting for them. The current implementation isn't smart about |
39 // optimizing what to wait for, just looks inside the block in order (first-fit | 40 // optimizing what to wait for, just looks inside the block in order (first-fit |
40 // as well). | 41 // as well). |
41 FencedAllocator::Offset FencedAllocator::Alloc(unsigned int size) { | 42 FencedAllocator::Offset FencedAllocator::Alloc(unsigned int size) { |
42 // Similarly to malloc, an allocation of 0 allocates at least 1 byte, to | 43 // Allocate zero size allocations outside the block. This is to satisfy 2 |
43 // return different pointers every time. | 44 // issues. (1) that like malloc all ptrs are different (2) that |
44 if (size == 0) size = 1; | 45 // Alloc(GetLargestFreeSize()) always works. |
46 if (size == 0) { | |
47 for (size_t ii = 0; ii < zero_allocs_.size(); ++ii) { | |
apatrick
2012/12/03 20:45:43
How common is allocating with zero size? You can't
| |
48 if (!zero_allocs_[ii]) { | |
49 return zero_offset_ + ii; | |
50 } | |
51 } | |
52 zero_allocs_.push_back(true); | |
53 return zero_offset_ + zero_allocs_.size() - 1; | |
54 } | |
45 | 55 |
46 // Try first to allocate in a free block. | 56 // Try first to allocate in a free block. |
47 for (unsigned int i = 0; i < blocks_.size(); ++i) { | 57 for (unsigned int i = 0; i < blocks_.size(); ++i) { |
48 Block &block = blocks_[i]; | 58 Block &block = blocks_[i]; |
49 if (block.state == FREE && block.size >= size) { | 59 if (block.state == FREE && block.size >= size) { |
50 return AllocInBlock(i, size); | 60 return AllocInBlock(i, size); |
51 } | 61 } |
52 } | 62 } |
53 | 63 |
54 // No free block is available. Look for blocks pending tokens, and wait for | 64 // No free block is available. Look for blocks pending tokens, and wait for |
55 // them to be re-usable. | 65 // them to be re-usable. |
56 for (unsigned int i = 0; i < blocks_.size(); ++i) { | 66 for (unsigned int i = 0; i < blocks_.size(); ++i) { |
57 if (blocks_[i].state != FREE_PENDING_TOKEN) | 67 if (blocks_[i].state != FREE_PENDING_TOKEN) |
58 continue; | 68 continue; |
59 i = WaitForTokenAndFreeBlock(i); | 69 i = WaitForTokenAndFreeBlock(i); |
60 if (blocks_[i].size >= size) | 70 if (blocks_[i].size >= size) |
61 return AllocInBlock(i, size); | 71 return AllocInBlock(i, size); |
62 } | 72 } |
63 return kInvalidOffset; | 73 return kInvalidOffset; |
64 } | 74 } |
65 | 75 |
76 void FencedAllocator::FreeZeroAlloc(FencedAllocator::Offset offset) { | |
77 size_t index = offset - zero_offset_; | |
78 zero_allocs_[index] = false; | |
apatrick
2012/12/03 20:45:43
Would DCHECK(zero_allocs_[index]) make sense here?
| |
79 } | |
80 | |
66 // Looks for the corresponding block, mark it FREE, and collapse it if | 81 // Looks for the corresponding block, mark it FREE, and collapse it if |
67 // necessary. | 82 // necessary. |
68 void FencedAllocator::Free(FencedAllocator::Offset offset) { | 83 void FencedAllocator::Free(FencedAllocator::Offset offset) { |
84 if (offset >= zero_offset_) { | |
85 FreeZeroAlloc(offset); | |
86 return; | |
87 } | |
69 BlockIndex index = GetBlockByOffset(offset); | 88 BlockIndex index = GetBlockByOffset(offset); |
70 GPU_DCHECK_NE(blocks_[index].state, FREE); | 89 GPU_DCHECK_NE(blocks_[index].state, FREE); |
71 blocks_[index].state = FREE; | 90 blocks_[index].state = FREE; |
72 CollapseFreeBlock(index); | 91 CollapseFreeBlock(index); |
73 } | 92 } |
74 | 93 |
75 // Looks for the corresponding block, mark it FREE_PENDING_TOKEN. | 94 // Looks for the corresponding block, mark it FREE_PENDING_TOKEN. |
76 void FencedAllocator::FreePendingToken( | 95 void FencedAllocator::FreePendingToken( |
77 FencedAllocator::Offset offset, int32 token) { | 96 FencedAllocator::Offset offset, int32 token) { |
97 if (offset >= zero_offset_) { | |
98 FreeZeroAlloc(offset); | |
99 return; | |
100 } | |
78 BlockIndex index = GetBlockByOffset(offset); | 101 BlockIndex index = GetBlockByOffset(offset); |
79 Block &block = blocks_[index]; | 102 Block &block = blocks_[index]; |
80 block.state = FREE_PENDING_TOKEN; | 103 block.state = FREE_PENDING_TOKEN; |
81 block.token = token; | 104 block.token = token; |
82 } | 105 } |
83 | 106 |
84 // Gets the max of the size of the blocks marked as free. | 107 // Gets the max of the size of the blocks marked as free. |
85 unsigned int FencedAllocator::GetLargestFreeSize() { | 108 unsigned int FencedAllocator::GetLargestFreeSize() { |
86 unsigned int max_size = 0; | 109 unsigned int max_size = 0; |
87 for (unsigned int i = 0; i < blocks_.size(); ++i) { | 110 for (unsigned int i = 0; i < blocks_.size(); ++i) { |
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203 // The blocks are in offset order, so we can do a binary search. | 226 // The blocks are in offset order, so we can do a binary search. |
204 FencedAllocator::BlockIndex FencedAllocator::GetBlockByOffset(Offset offset) { | 227 FencedAllocator::BlockIndex FencedAllocator::GetBlockByOffset(Offset offset) { |
205 Block templ = { IN_USE, offset, 0, kUnusedToken }; | 228 Block templ = { IN_USE, offset, 0, kUnusedToken }; |
206 Container::iterator it = std::lower_bound(blocks_.begin(), blocks_.end(), | 229 Container::iterator it = std::lower_bound(blocks_.begin(), blocks_.end(), |
207 templ, OffsetCmp()); | 230 templ, OffsetCmp()); |
208 GPU_DCHECK(it != blocks_.end() && it->offset == offset); | 231 GPU_DCHECK(it != blocks_.end() && it->offset == offset); |
209 return it-blocks_.begin(); | 232 return it-blocks_.begin(); |
210 } | 233 } |
211 | 234 |
212 } // namespace gpu | 235 } // namespace gpu |
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