265 lines
9.7 KiB
C#
265 lines
9.7 KiB
C#
using System;
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using System.Diagnostics;
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using System.Threading;
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using AOT;
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using Unity.Burst;
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using Unity.Collections.LowLevel.Unsafe;
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using Unity.Mathematics;
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namespace Unity.Collections
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{
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unsafe internal struct ArrayOfArrays<T> : IDisposable where T : unmanaged
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{
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AllocatorManager.AllocatorHandle m_backingAllocatorHandle;
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int m_lengthInElements;
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int m_capacityInElements;
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int m_log2BlockSizeInElements;
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int m_blocks;
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IntPtr* m_block;
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int BlockSizeInElements => 1 << m_log2BlockSizeInElements;
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int BlockSizeInBytes => BlockSizeInElements * sizeof(T);
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int BlockMask => BlockSizeInElements - 1;
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public int Length => m_lengthInElements;
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public int Capacity => m_capacityInElements;
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public ArrayOfArrays(int capacityInElements, AllocatorManager.AllocatorHandle backingAllocatorHandle, int log2BlockSizeInElements = 12)
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{
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this = default;
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m_backingAllocatorHandle = backingAllocatorHandle;
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m_lengthInElements = 0;
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m_capacityInElements = capacityInElements;
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m_log2BlockSizeInElements = log2BlockSizeInElements;
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m_blocks = (capacityInElements + BlockMask) >> m_log2BlockSizeInElements;
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m_block = (IntPtr*)Memory.Unmanaged.Allocate(sizeof(IntPtr) * m_blocks, 16, m_backingAllocatorHandle);
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UnsafeUtility.MemSet(m_block, 0, sizeof(IntPtr) * m_blocks);
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}
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public void LockfreeAdd(T t)
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{
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var elementIndex = Interlocked.Increment(ref m_lengthInElements) - 1;
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var blockIndex = BlockIndexOfElement(elementIndex);
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CheckBlockIndex(blockIndex);
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if(m_block[blockIndex] == IntPtr.Zero)
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{
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void* pointer = Memory.Unmanaged.Allocate(BlockSizeInBytes, 16, m_backingAllocatorHandle); // $$$!
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var lastBlock = math.min(m_blocks, blockIndex + 4); // don't overgrow too fast, simply to avoid a $$$ free
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for(; blockIndex < lastBlock; ++blockIndex)
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if(IntPtr.Zero == Interlocked.CompareExchange(ref m_block[blockIndex], (IntPtr)pointer, IntPtr.Zero))
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break; // install the new block, into *any* empty slot available, to avoid wasting the time we spent on malloc
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if(blockIndex == lastBlock)
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Memory.Unmanaged.Free(pointer, m_backingAllocatorHandle); // $$$, only if absolutely necessary
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}
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this[elementIndex] = t;
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}
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public ref T this[int elementIndex]
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{
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get
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{
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CheckElementIndex(elementIndex);
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var blockIndex = BlockIndexOfElement(elementIndex);
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CheckBlockIndex(blockIndex);
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CheckBlockIsNotNull(blockIndex);
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IntPtr blockIntPtr = m_block[blockIndex];
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var elementIndexInBlock = elementIndex & BlockMask;
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T* blockPointer = (T*)blockIntPtr;
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return ref blockPointer[elementIndexInBlock];
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}
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}
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public void Rewind()
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{
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m_lengthInElements = 0;
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}
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public void Clear()
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{
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Rewind();
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for(var i = 0; i < m_blocks; ++i)
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if(m_block[i] != IntPtr.Zero)
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{
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Memory.Unmanaged.Free((void*)m_block[i], m_backingAllocatorHandle);
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m_block[i] = IntPtr.Zero;
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}
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}
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public void Dispose()
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{
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Clear();
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Memory.Unmanaged.Free(m_block, m_backingAllocatorHandle);
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}
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[Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS"), Conditional("UNITY_DOTS_DEBUG")]
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void CheckElementIndex(int elementIndex)
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{
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if (elementIndex >= m_lengthInElements)
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throw new ArgumentException($"Element index {elementIndex} must be less than length in elements {m_lengthInElements}.");
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}
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[Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS"), Conditional("UNITY_DOTS_DEBUG")]
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void CheckBlockIndex(int blockIndex)
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{
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if (blockIndex >= m_blocks)
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throw new ArgumentException($"Block index {blockIndex} must be less than number of blocks {m_blocks}.");
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}
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[Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS"), Conditional("UNITY_DOTS_DEBUG")]
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void CheckBlockIsNotNull(int blockIndex)
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{
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if(m_block[blockIndex] == IntPtr.Zero)
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throw new ArgumentException($"Block index {blockIndex} is a null pointer.");
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}
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public void RemoveAtSwapBack(int elementIndex)
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{
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this[elementIndex] = this[Length-1];
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--m_lengthInElements;
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}
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int BlockIndexOfElement(int elementIndex)
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{
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return elementIndex >> m_log2BlockSizeInElements;
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}
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public void TrimExcess()
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{
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for(var blockIndex = BlockIndexOfElement(m_lengthInElements + BlockMask); blockIndex < m_blocks; ++blockIndex)
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{
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CheckBlockIndex(blockIndex);
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if(m_block[blockIndex] != IntPtr.Zero)
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{
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var blockIntPtr = m_block[blockIndex];
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void* blockPointer = (void*)blockIntPtr;
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Memory.Unmanaged.Free(blockPointer, m_backingAllocatorHandle);
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m_block[blockIndex] = IntPtr.Zero;
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}
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}
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}
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}
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[BurstCompile]
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internal struct AutoFreeAllocator : AllocatorManager.IAllocator
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{
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ArrayOfArrays<IntPtr> m_allocated;
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ArrayOfArrays<IntPtr> m_tofree;
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AllocatorManager.AllocatorHandle m_handle;
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AllocatorManager.AllocatorHandle m_backingAllocatorHandle;
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unsafe public void Update()
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{
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for(var i = m_tofree.Length; i --> 0;)
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for(var j = m_allocated.Length; j --> 0;)
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if(m_allocated[j] == m_tofree[i])
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{
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Memory.Unmanaged.Free((void*)m_tofree[i], m_backingAllocatorHandle);
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m_allocated.RemoveAtSwapBack(j);
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break;
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}
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m_tofree.Rewind();
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m_allocated.TrimExcess();
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}
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unsafe public void Initialize(AllocatorManager.AllocatorHandle backingAllocatorHandle)
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{
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m_allocated = new ArrayOfArrays<IntPtr>(1024 * 1024, backingAllocatorHandle);
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m_tofree = new ArrayOfArrays<IntPtr>(128 * 1024, backingAllocatorHandle);
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m_backingAllocatorHandle = backingAllocatorHandle;
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}
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unsafe public void FreeAll()
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{
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Update();
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m_handle.Rewind();
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for(var i = 0; i < m_allocated.Length; ++i)
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Memory.Unmanaged.Free((void*) m_allocated[i], m_backingAllocatorHandle);
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m_allocated.Rewind();
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}
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/// <summary>
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/// Dispose the allocator. This must be called to free the memory blocks that were allocated from the system.
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/// </summary>
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public void Dispose()
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{
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FreeAll();
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m_tofree.Dispose();
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m_allocated.Dispose();
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}
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/// <summary>
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/// The allocator function. It can allocate, deallocate, or reallocate.
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/// </summary>
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public AllocatorManager.TryFunction Function => Try;
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/// <summary>
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/// Invoke the allocator function.
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/// </summary>
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/// <param name="block">The block to allocate, deallocate, or reallocate. See <see cref="AllocatorManager.Try"/></param>
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/// <returns>0 if successful. Otherwise, returns the error code from the allocator function.</returns>
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public int Try(ref AllocatorManager.Block block)
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{
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unsafe
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{
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if (block.Range.Pointer == IntPtr.Zero)
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{
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if (block.Bytes == 0)
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{
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return 0;
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}
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var ptr = (byte*)Memory.Unmanaged.Allocate(block.Bytes, block.Alignment, m_backingAllocatorHandle);
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block.Range.Pointer = (IntPtr)ptr;
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block.AllocatedItems = block.Range.Items;
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m_allocated.LockfreeAdd(block.Range.Pointer);
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return 0;
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}
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if (block.Range.Items == 0)
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{
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m_tofree.LockfreeAdd(block.Range.Pointer);
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block.Range.Pointer = IntPtr.Zero;
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block.AllocatedItems = 0;
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return 0;
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}
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return -1;
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}
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}
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[BurstCompile]
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[MonoPInvokeCallback(typeof(AllocatorManager.TryFunction))]
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internal static int Try(IntPtr state, ref AllocatorManager.Block block)
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{
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unsafe { return ((AutoFreeAllocator*)state)->Try(ref block); }
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}
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/// <summary>
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/// This allocator.
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/// </summary>
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/// <value>This allocator.</value>
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public AllocatorManager.AllocatorHandle Handle { get { return m_handle; } set { m_handle = value; } }
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/// <summary>
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/// Cast the Allocator index into Allocator
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/// </summary>
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public Allocator ToAllocator { get { return m_handle.ToAllocator; } }
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/// <summary>
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/// Check whether an allocator is a custom allocator
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/// </summary>
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public bool IsCustomAllocator { get { return m_handle.IsCustomAllocator; } }
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/// <summary>
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/// Check whether this allocator will automatically dispose allocations.
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/// </summary>
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/// <remarks>Allocations made by Auto free allocator are automatically disposed.</remarks>
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/// <value>Always true</value>
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public bool IsAutoDispose { get { return true; } }
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}
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}
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