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// Copyright 2020 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef COMMON_SLABALLOCATOR_H_
#define COMMON_SLABALLOCATOR_H_
#include "common/PlacementAllocated.h"
#include <cstdint>
#include <memory>
#include <type_traits>
// The SlabAllocator allocates objects out of one or more fixed-size contiguous "slabs" of memory.
// This makes it very quick to allocate and deallocate fixed-size objects because the allocator only
// needs to index an offset into pre-allocated memory. It is similar to a pool-allocator that
// recycles memory from previous allocations, except multiple allocations are hosted contiguously in
// one large slab.
//
// Internally, the SlabAllocator stores slabs as a linked list to avoid extra indirections indexing
// into an std::vector. To service an allocation request, the allocator only needs to know the first
// currently available slab. There are three backing linked lists: AVAILABLE, FULL, and RECYCLED.
// A slab that is AVAILABLE can be used to immediately service allocation requests. Once it has no
// remaining space, it is moved to the FULL state. When a FULL slab sees any deallocations, it is
// moved to the RECYCLED state. The RECYCLED state is separate from the AVAILABLE state so that
// deallocations don't immediately prepend slabs to the AVAILABLE list, and change the current slab
// servicing allocations. When the AVAILABLE list becomes empty is it swapped with the RECYCLED
// list.
//
// Allocated objects are placement-allocated with some extra info at the end (we'll call the Object
// plus the extra bytes a "block") used to specify the constant index of the block in its parent
// slab, as well as the index of the next available block. So, following the block next-indices
// forms a linked list of free blocks.
//
// Slab creation: When a new slab is allocated, sufficient memory is allocated for it, and then the
// slab metadata plus all of its child blocks are placement-allocated into the memory. Indices and
// next-indices are initialized to form the free-list of blocks.
//
// Allocation: When an object is allocated, if there is no space available in an existing slab, a
// new slab is created (or an old slab is recycled). The first block of the slab is removed and
// returned.
//
// Deallocation: When an object is deallocated, it can compute the pointer to its parent slab
// because it stores the index of its own allocation. That block is then prepended to the slab's
// free list.
class SlabAllocatorImpl {
public:
// Allocations host their current index and the index of the next free block.
// Because this is an index, and not a byte offset, it can be much smaller than a size_t.
// TODO(enga): Is uint8_t sufficient?
using Index = uint16_t;
SlabAllocatorImpl(SlabAllocatorImpl&& rhs);
protected:
// This is essentially a singly linked list using indices instead of pointers,
// so we store the index of "this" in |this->index|.
struct IndexLinkNode : PlacementAllocated {
IndexLinkNode(Index index, Index nextIndex);
const Index index; // The index of this block in the slab.
Index nextIndex; // The index of the next available block. kInvalidIndex, if none.
};
struct Slab : PlacementAllocated {
// A slab is placement-allocated into an aligned pointer from a separate allocation.
// Ownership of the allocation is transferred to the slab on creation.
// | ---------- allocation --------- |
// | pad | Slab | data ------------> |
Slab(std::unique_ptr<char[]> allocation, IndexLinkNode* head);
Slab(Slab&& rhs);
void Splice();
std::unique_ptr<char[]> allocation;
IndexLinkNode* freeList;
Slab* prev;
Slab* next;
Index blocksInUse;
};
SlabAllocatorImpl(Index blocksPerSlab, uint32_t objectSize, uint32_t objectAlignment);
~SlabAllocatorImpl();
// Allocate a new block of memory.
void* Allocate();
// Deallocate a block of memory.
void Deallocate(void* ptr);
private:
// The maximum value is reserved to indicate the end of the list.
static Index kInvalidIndex;
// Get the IndexLinkNode |offset| slots away.
IndexLinkNode* OffsetFrom(IndexLinkNode* node, std::make_signed_t<Index> offset) const;
// Compute the pointer to the IndexLinkNode from an allocated object.
IndexLinkNode* NodeFromObject(void* object) const;
// Compute the pointer to the object from an IndexLinkNode.
void* ObjectFromNode(IndexLinkNode* node) const;
bool IsNodeInSlab(Slab* slab, IndexLinkNode* node) const;
// The Slab stores a linked-list of free allocations.
// PushFront/PopFront adds/removes an allocation from the free list.
void PushFront(Slab* slab, IndexLinkNode* node) const;
IndexLinkNode* PopFront(Slab* slab) const;
// Replace the current slab with a new one, and chain the old one off of it.
// Both slabs may still be used for for allocation/deallocation, but older slabs
// will be a little slower to get allocations from.
void GetNewSlab();
const uint32_t mAllocationAlignment;
// | Slab | pad | Obj | pad | Node | pad | Obj | pad | Node | pad | ....
// | -----------| mSlabBlocksOffset
// | | ---------------------- | mBlockStride
// | | ----------| mIndexLinkNodeOffset
// | --------------------------------------> (mSlabBlocksOffset + mBlocksPerSlab * mBlockStride)
// A Slab is metadata, followed by the aligned memory to allocate out of. |mSlabBlocksOffset| is
// the offset to the start of the aligned memory region.
const uint32_t mSlabBlocksOffset;
// The IndexLinkNode is stored after the Allocation itself. This is the offset to it.
const uint32_t mIndexLinkNodeOffset;
// Because alignment of allocations may introduce padding, |mBlockStride| is the
// distance between aligned blocks of (Allocation + IndexLinkNode)
const uint32_t mBlockStride;
const Index mBlocksPerSlab; // The total number of blocks in a slab.
const size_t mTotalAllocationSize;
struct SentinelSlab : Slab {
SentinelSlab();
~SentinelSlab();
SentinelSlab(SentinelSlab&& rhs);
void Prepend(Slab* slab);
};
SentinelSlab mAvailableSlabs; // Available slabs to service allocations.
SentinelSlab mFullSlabs; // Full slabs. Stored here so we can skip checking them.
SentinelSlab mRecycledSlabs; // Recycled slabs. Not immediately added to |mAvailableSlabs| so
// we don't thrash the current "active" slab.
};
template <typename T>
class SlabAllocator : public SlabAllocatorImpl {
public:
SlabAllocator(size_t totalObjectBytes,
uint32_t objectSize = sizeof(T),
uint32_t objectAlignment = alignof(T))
: SlabAllocatorImpl(totalObjectBytes / objectSize, objectSize, objectAlignment) {
}
template <typename... Args>
T* Allocate(Args&&... args) {
void* ptr = SlabAllocatorImpl::Allocate();
return new (ptr) T(std::forward<Args>(args)...);
}
void Deallocate(T* object) {
SlabAllocatorImpl::Deallocate(object);
}
};
#endif // COMMON_SLABALLOCATOR_H_