243 lines
7.3 KiB
C++
Executable File
243 lines
7.3 KiB
C++
Executable File
//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#ifndef _FRAMEALLOCATOR_H_
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#define _FRAMEALLOCATOR_H_
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#ifndef _PLATFORM_H_
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#include "platform/platform.h"
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#endif
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/// Temporary memory pool for per-frame allocations.
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///
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/// In the course of rendering a frame, it is often necessary to allocate
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/// many small chunks of memory, then free them all in a batch. For instance,
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/// say we're allocating storage for some vertex calculations:
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///
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/// @code
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/// // Get FrameAllocator memory...
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/// U32 waterMark = FrameAllocator::getWaterMark();
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/// F32 * ptr = (F32*)FrameAllocator::alloc(sizeof(F32)*2*targetMesh->vertsPerFrame);
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///
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/// ... calculations ...
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///
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/// // Free frameAllocator memory
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/// FrameAllocator::setWaterMark(waterMark);
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/// @endcode
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class FrameAllocator
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{
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static U8* smBuffer;
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static U32 smHighWaterMark;
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static U32 smWaterMark;
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public:
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inline static void init(const U32 frameSize);
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inline static void destroy();
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inline static void* alloc(const U32 allocSize);
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inline static void setWaterMark(const U32);
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inline static U32 getWaterMark();
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inline static U32 getHighWaterMark();
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};
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#if defined(TORQUE_DEBUG)
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static S32 sgMaxFrameAllocation = 0;
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#endif
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void FrameAllocator::init(const U32 frameSize)
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{
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AssertFatal(smBuffer == NULL, "Error, already initialized");
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smBuffer = new U8[frameSize];
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smWaterMark = 0;
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smHighWaterMark = frameSize;
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}
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void FrameAllocator::destroy()
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{
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AssertFatal(smBuffer != NULL, "Error, not initialized");
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delete [] smBuffer;
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smBuffer = NULL;
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smWaterMark = 0;
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smHighWaterMark = 0;
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}
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void* FrameAllocator::alloc(const U32 allocSize)
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{
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U32 _allocSize = allocSize;
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#if defined(FRAMEALLOCATOR_DEBUG_GUARD)
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_allocSize+=4;
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#endif
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AssertFatal(smBuffer != NULL, "Error, no buffer!");
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AssertFatal(smWaterMark + _allocSize <= smHighWaterMark, "Error alloc too large, increase frame size!");
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U8* p = &smBuffer[smWaterMark];
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smWaterMark += _allocSize;
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#if defined(TORQUE_DEBUG)
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if (smWaterMark > sgMaxFrameAllocation)
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sgMaxFrameAllocation = smWaterMark;
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#endif
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#if defined(FRAMEALLOCATOR_DEBUG_GUARD)
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U32 *flag = (U32*) &smBuffer[smWaterMark-4];
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*flag = 0xdeadbeef ^ smWaterMark;
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#endif
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return p;
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}
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void FrameAllocator::setWaterMark(const U32 waterMark)
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{
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AssertFatal(waterMark < smHighWaterMark, "Error, invalid waterMark");
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#if defined(FRAMEALLOCATOR_DEBUG_GUARD)
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if(smWaterMark >= 4 )
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{
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U32 *flag = (U32*) &smBuffer[smWaterMark-4];
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AssertFatal( *flag == 0xdeadbeef ^ smWaterMark, "FrameAllocator guard overwritten!");
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}
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#endif
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smWaterMark = waterMark;
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}
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U32 FrameAllocator::getWaterMark()
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{
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return smWaterMark;
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}
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U32 FrameAllocator::getHighWaterMark()
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{
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return smHighWaterMark;
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}
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/// Helper class to deal with FrameAllocator usage.
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///
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/// The purpose of this class is to make it simpler and more reliable to use the
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/// FrameAllocator. Simply use it like this:
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///
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/// @code
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/// FrameAllocatorMarker mem;
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///
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/// char *buff = (char*)mem.alloc(100);
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/// @endcode
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///
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/// When you leave the scope you defined the FrameAllocatorMarker in, it will
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/// automatically restore the watermark on the FrameAllocator. In situations
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/// with complex branches, this can be a significant headache remover, as you
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/// don't have to remember to reset the FrameAllocator on every posssible branch.
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class FrameAllocatorMarker
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{
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U32 mMarker;
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public:
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FrameAllocatorMarker()
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{
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mMarker = FrameAllocator::getWaterMark();
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}
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~FrameAllocatorMarker()
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{
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FrameAllocator::setWaterMark(mMarker);
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}
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void* alloc(const U32 allocSize) const
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{
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return FrameAllocator::alloc(allocSize);
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}
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};
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/// Class for temporary variables that you want to allocate easily using
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/// the FrameAllocator. For example:
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/// @code
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/// FrameTemp<char> tempStr(32); // NOTE! This parameter is NOT THE SIZE IN BYTES. See constructor docs.
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/// dStrcat( tempStr, SomeOtherString );
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/// tempStr[2] = 'l';
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/// Con::printf( tempStr );
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/// Con::printf( "Foo: %s", ~tempStr );
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/// @endcode
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///
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/// This will automatically handle getting and restoring the watermark of the
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/// FrameAllocator when it goes out of scope. You should notice the strange
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/// operator infront of tempStr on the printf call. This is normally a unary
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/// operator for ones-complement, but in this class it will simply return the
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/// memory of the allocation. It's the same as doing (const char *)tempStr
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/// in the above case. The reason why it is necessary for the second printf
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/// and not the first is because the second one is taking a variable arg
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/// list and so it isn't getting the cast so that it's cast operator can
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/// properly return the memory instead of the FrameTemp object itself.
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///
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/// @note It is important to note that this object is designed to just be a
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/// temporary array of a dynamic size. Some wierdness may occur if you try
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/// do perform crazy pointer stuff with it using regular operators on it.
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/// I implemented what I thought were the most common operators that it
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/// would be used for. If strange things happen, you will need to debug
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/// them yourself.
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template<class T>
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class FrameTemp
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{
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protected:
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U32 mWaterMark;
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T *mMemory;
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public:
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/// Constructor will store the FrameAllocator watermark and allocate the memory off
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/// of the FrameAllocator.
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///
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/// @note It is important to note that, unlike the FrameAllocatorMarker and the
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/// FrameAllocator itself, the argument to allocate is NOT the size in bytes,
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/// doing:
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/// @code
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/// FrameTemp<F64> f64s(5);
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/// @endcode
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/// Is the same as
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/// @code
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/// F64 *f64s = new F64[5];
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/// @endcode
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///
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/// @param count The number of objects to allocate
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FrameTemp( const U32 count = 1 )
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{
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AssertFatal( count > 0, "Allocating a FrameTemp with less than one instance" );
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mWaterMark = FrameAllocator::getWaterMark();
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mMemory = static_cast<T *>( FrameAllocator::alloc( sizeof( T ) * count ) );
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}
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/// Destructor restores the watermark
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~FrameTemp()
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{
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FrameAllocator::setWaterMark( mWaterMark );
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}
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/// NOTE: This will return the memory, NOT perform a ones-complement
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T* operator ~() { return mMemory; };
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/// NOTE: This will return the memory, NOT perform a ones-complement
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const T* operator ~() const { return mMemory; };
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/// NOTE: This will dereference the memory, NOT do standard unary plus behavior
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T& operator +() { return *mMemory; };
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/// NOTE: This will dereference the memory, NOT do standard unary plus behavior
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const T& operator +() const { return *mMemory; };
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T& operator *() { return *mMemory; };
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const T& operator *() const { return *mMemory; };
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T** operator &() { return &mMemory; };
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const T** operator &() const { return &mMemory; };
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operator T*() { return mMemory; }
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operator const T*() const { return mMemory; }
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operator T&() { return *mMemory; }
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operator const T&() const { return *mMemory; }
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operator T() { return *mMemory; }
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operator const T() const { return *mMemory; }
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};
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#endif // _H_FRAMEALLOCATOR_
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