tge/engine/core/dataChunker.h
2017-04-17 06:17:10 -06:00

136 lines
3.7 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _DATACHUNKER_H_
#define _DATACHUNKER_H_
//----------------------------------------------------------------------------
/// Implements a chunked data allocater.
///
/// Calling new/malloc all the time is a time consuming operation. Therefore,
/// we provide the DataChunker, which allocates memory in blockss of
/// chunkSize (by default 16k, see ChunkSize, though it can be set in
/// the constructor), then doles it out as requested, in chunks of up to
/// chunkSize in size.
///
/// It will assert if you try to get more than ChunkSize bytes at a time,
/// and it deals with the logic of allocating new blocks and giving out
/// word-aligned chunks.
///
/// Note that new/free/realloc WILL NOT WORK on memory gotten from the
/// DataChunker. This also only grows (you can call freeBlocks to deallocate
/// and reset things).
class DataChunker
{
public:
enum {
ChunkSize = 16376 ///< Default size for chunks.
};
private:
/// Block of allocated memory.
///
/// <b>This has nothing to do with datablocks as used in the rest of Torque.</b>
struct DataBlock
{
DataBlock *next;
U8 *data;
S32 curIndex;
DataBlock(S32 size);
~DataBlock();
};
DataBlock *curBlock;
S32 chunkSize;
public:
/// Return a pointer to a chunk of memory from a pre-allocated block.
///
/// This memory goes away when you call freeBlocks.
///
/// This memory is word-aligned.
/// @param size Size of chunk to return. This must be less than chunkSize or else
/// an assertion will occur.
void *alloc(S32 size);
/// Free all allocated memory blocks.
///
/// This invalidates all pointers returned from alloc().
void freeBlocks();
/// Initialize using blocks of a given size.
///
/// One new block is allocated at constructor-time.
///
/// @param size Size in bytes of the space to allocate for each block.
DataChunker(S32 size=ChunkSize);
~DataChunker();
};
//----------------------------------------------------------------------------
template<class T>
class Chunker: private DataChunker
{
public:
Chunker(S32 size = DataChunker::ChunkSize) : DataChunker(size) {};
T* alloc() { return reinterpret_cast<T*>(DataChunker::alloc(S32(sizeof(T)))); }
void clear() { freeBlocks(); };
};
template<class T>
class FreeListChunker: private DataChunker
{
S32 numAllocated;
S32 elementSize;
T *freeListHead;
public:
FreeListChunker(S32 size = DataChunker::ChunkSize) : DataChunker(size)
{
numAllocated = 0;
elementSize = getMax(U32(sizeof(T)), U32(sizeof(T *)));
freeListHead = NULL;
}
T *alloc()
{
numAllocated++;
if(freeListHead == NULL)
return reinterpret_cast<T*>(DataChunker::alloc(elementSize));
T* ret = freeListHead;
freeListHead = *(reinterpret_cast<T**>(freeListHead));
return ret;
}
void free(T* elem)
{
numAllocated--;
*(reinterpret_cast<T**>(elem)) = freeListHead;
freeListHead = elem;
// If nothing's allocated, clean up!
if(!numAllocated)
{
freeBlocks();
freeListHead = NULL;
}
}
// Allow people to free all their memory if they want.
void freeBlocks()
{
DataChunker::freeBlocks();
// We have to terminate the freelist as well or else we'll run
// into crazy unused memory.
freeListHead = NULL;
}
};
#endif