// Copyright (c) 2009 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // This file contains the implementation of the FencedAllocator class. #include "../client/fenced_allocator.h" #include #include "../client/cmd_buffer_helper.h" namespace gpu { #ifndef _MSC_VER const FencedAllocator::Offset FencedAllocator::kInvalidOffset; #endif FencedAllocator::FencedAllocator(unsigned int size, CommandBufferHelper *helper) : helper_(helper) { Block block = { FREE, 0, size, kUnusedToken }; blocks_.push_back(block); } FencedAllocator::~FencedAllocator() { // Free blocks pending tokens. for (unsigned int i = 0; i < blocks_.size(); ++i) { if (blocks_[i].state == FREE_PENDING_TOKEN) { i = WaitForTokenAndFreeBlock(i); } } // These checks are not valid if the service has crashed or lost the context. // GPU_DCHECK_EQ(blocks_.size(), 1u); // GPU_DCHECK_EQ(blocks_[0].state, FREE); } // Looks for a non-allocated block that is big enough. Search in the FREE // blocks first (for direct usage), first-fit, then in the FREE_PENDING_TOKEN // blocks, waiting for them. The current implementation isn't smart about // optimizing what to wait for, just looks inside the block in order (first-fit // as well). FencedAllocator::Offset FencedAllocator::Alloc(unsigned int size) { // Similarly to malloc, an allocation of 0 allocates at least 1 byte, to // return different pointers every time. if (size == 0) size = 1; // Try first to allocate in a free block. for (unsigned int i = 0; i < blocks_.size(); ++i) { Block &block = blocks_[i]; if (block.state == FREE && block.size >= size) { return AllocInBlock(i, size); } } // No free block is available. Look for blocks pending tokens, and wait for // them to be re-usable. for (unsigned int i = 0; i < blocks_.size(); ++i) { if (blocks_[i].state != FREE_PENDING_TOKEN) continue; i = WaitForTokenAndFreeBlock(i); if (blocks_[i].size >= size) return AllocInBlock(i, size); } return kInvalidOffset; } // Looks for the corresponding block, mark it FREE, and collapse it if // necessary. void FencedAllocator::Free(FencedAllocator::Offset offset) { BlockIndex index = GetBlockByOffset(offset); GPU_DCHECK_NE(blocks_[index].state, FREE); blocks_[index].state = FREE; CollapseFreeBlock(index); } // Looks for the corresponding block, mark it FREE_PENDING_TOKEN. void FencedAllocator::FreePendingToken( FencedAllocator::Offset offset, int32 token) { BlockIndex index = GetBlockByOffset(offset); Block &block = blocks_[index]; block.state = FREE_PENDING_TOKEN; block.token = token; } // Gets the max of the size of the blocks marked as free. unsigned int FencedAllocator::GetLargestFreeSize() { unsigned int max_size = 0; for (unsigned int i = 0; i < blocks_.size(); ++i) { Block &block = blocks_[i]; if (block.state == FREE) max_size = std::max(max_size, block.size); } return max_size; } // Gets the size of the largest segment of blocks that are either FREE or // FREE_PENDING_TOKEN. unsigned int FencedAllocator::GetLargestFreeOrPendingSize() { unsigned int max_size = 0; unsigned int current_size = 0; for (unsigned int i = 0; i < blocks_.size(); ++i) { Block &block = blocks_[i]; if (block.state == IN_USE) { max_size = std::max(max_size, current_size); current_size = 0; } else { GPU_DCHECK(block.state == FREE || block.state == FREE_PENDING_TOKEN); current_size += block.size; } } return std::max(max_size, current_size); } // Makes sure that: // - there is at least one block. // - there are no contiguous FREE blocks (they should have been collapsed). // - the successive offsets match the block sizes, and they are in order. bool FencedAllocator::CheckConsistency() { if (blocks_.size() < 1) return false; for (unsigned int i = 0; i < blocks_.size() - 1; ++i) { Block ¤t = blocks_[i]; Block &next = blocks_[i + 1]; // This test is NOT included in the next one, because offset is unsigned. if (next.offset <= current.offset) return false; if (next.offset != current.offset + current.size) return false; if (current.state == FREE && next.state == FREE) return false; } return true; } // Collapse the block to the next one, then to the previous one. Provided the // structure is consistent, those are the only blocks eligible for collapse. FencedAllocator::BlockIndex FencedAllocator::CollapseFreeBlock( BlockIndex index) { if (index + 1 < blocks_.size()) { Block &next = blocks_[index + 1]; if (next.state == FREE) { blocks_[index].size += next.size; blocks_.erase(blocks_.begin() + index + 1); } } if (index > 0) { Block &prev = blocks_[index - 1]; if (prev.state == FREE) { prev.size += blocks_[index].size; blocks_.erase(blocks_.begin() + index); --index; } } return index; } // Waits for the block's token, then mark the block as free, then collapse it. FencedAllocator::BlockIndex FencedAllocator::WaitForTokenAndFreeBlock( BlockIndex index) { Block &block = blocks_[index]; GPU_DCHECK_EQ(block.state, FREE_PENDING_TOKEN); helper_->WaitForToken(block.token); block.state = FREE; return CollapseFreeBlock(index); } // Frees any blocks pending a token for which the token has been read. void FencedAllocator::FreeUnused() { int32 last_token_read = helper_->last_token_read(); for (unsigned int i = 0; i < blocks_.size();) { Block& block = blocks_[i]; if (block.state == FREE_PENDING_TOKEN && block.token <= last_token_read) { block.state = FREE; i = CollapseFreeBlock(i); } else { ++i; } } } // If the block is exactly the requested size, simply mark it IN_USE, otherwise // split it and mark the first one (of the requested size) IN_USE. FencedAllocator::Offset FencedAllocator::AllocInBlock(BlockIndex index, unsigned int size) { Block &block = blocks_[index]; GPU_DCHECK_GE(block.size, size); GPU_DCHECK_EQ(block.state, FREE); Offset offset = block.offset; if (block.size == size) { block.state = IN_USE; return offset; } Block newblock = { FREE, offset + size, block.size - size, kUnusedToken}; block.state = IN_USE; block.size = size; // this is the last thing being done because it may invalidate block; blocks_.insert(blocks_.begin() + index + 1, newblock); return offset; } // The blocks are in offset order, so we can do a binary search. FencedAllocator::BlockIndex FencedAllocator::GetBlockByOffset(Offset offset) { Block templ = { IN_USE, offset, 0, kUnusedToken }; Container::iterator it = std::lower_bound(blocks_.begin(), blocks_.end(), templ, OffsetCmp()); GPU_DCHECK(it != blocks_.end() && it->offset == offset); return it-blocks_.begin(); } } // namespace gpu