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/*
* Copyright (c) 2000-2001, 2003-2005 The Regents of The University of Michigan
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met: redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer;
* redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution;
* neither the name of the copyright holders nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* Authors: Steve Reinhardt
*/
/*
* This code was originally written by Steve Reinhardt as part of
* the Wisconsin Wind Tunnel simulator. Relicensed as part of M5
* by permission.
*/
#ifndef __FAST_ALLOC_H__
#define __FAST_ALLOC_H__
#include <stddef.h>
// Fast structure allocator. Designed for small objects that are
// frequently allocated and deallocated. This code is derived from the
// 'alloc_struct' package used in WWT and Blizzard. C++ provides a
// much nicer framework for the same optimization. The package is
// implemented as a class, FastAlloc. Allocation and deletion are
// performed using FastAlloc's new and delete operators. Any object
// that derives from the FastAlloc class will transparently use this
// allocation package.
// The static allocate() and deallocate() methods can also be called
// directly if desired.
// In order for derived classes to call delete with the correct
// structure size even when they are deallocated via a base-type
// pointer, they must have a virtual destructor. It is sufficient for
// FastAlloc to declare a virtual destructor (as it does); it is not
// required for derived classes to declare their own destructor. The
// compiler will automatically generate a virtual destructor for each
// derived class. However, it is more efficient if each derived class
// defines an inline destructor, so that the compiler can statically
// collapse the destructor call chain back up the inheritance
// hierarchy.
#include "config/no_fast_alloc.hh"
#include "config/fast_alloc_debug.hh"
#include "config/fast_alloc_stats.hh"
#if NO_FAST_ALLOC
class FastAlloc {
};
#else
class FastAlloc {
public:
static void *allocate(size_t);
static void deallocate(void *, size_t);
void *operator new(size_t);
void operator delete(void *, size_t);
#if FAST_ALLOC_DEBUG
FastAlloc();
FastAlloc(FastAlloc*,FastAlloc*); // for inUseHead, see below
virtual ~FastAlloc();
#else
virtual ~FastAlloc() {}
#endif
private:
// Max_Alloc_Size is the largest object that can be allocated with
// this class. There's no fundamental limit, but this limits the
// size of the freeLists array. Let's not make this really huge
// like in Blizzard.
static const int Max_Alloc_Size = 512;
// Alloc_Quantum is the difference in size between adjacent
// buckets in the free list array.
static const int Log2_Alloc_Quantum = 3;
static const int Alloc_Quantum = (1 << Log2_Alloc_Quantum);
// Num_Buckets = bucketFor(Max_Alloc_Size) + 1
static const int Num_Buckets =
((Max_Alloc_Size + Alloc_Quantum - 1) >> Log2_Alloc_Quantum) + 1;
// when we call new() for more structures, how many should we get?
static const int Num_Structs_Per_New = 20;
static int bucketFor(size_t);
static void *moreStructs(int bucket);
static void *freeLists[Num_Buckets];
#if FAST_ALLOC_STATS
static unsigned newCount[Num_Buckets];
static unsigned deleteCount[Num_Buckets];
static unsigned allocCount[Num_Buckets];
#endif
#if FAST_ALLOC_DEBUG
// per-object debugging fields
bool inUse; // in-use flag
FastAlloc *inUsePrev; // ptrs to build list of in-use objects
FastAlloc *inUseNext;
// static (global) debugging vars
static int numInUse; // count in-use objects
static FastAlloc inUseHead; // dummy head for list of in-use objects
public:
// functions to dump debugging info (see fast_alloc.cc for C
// versions that might be more agreeable to call from gdb)
static void dump_summary();
static void dump_oldest(int n);
#endif
};
inline
int FastAlloc::bucketFor(size_t sz)
{
return (sz + Alloc_Quantum - 1) >> Log2_Alloc_Quantum;
}
inline
void *FastAlloc::allocate(size_t sz)
{
int b;
void *p;
if (sz > Max_Alloc_Size)
return (void *)::new char[sz];
b = bucketFor(sz);
p = freeLists[b];
if (p)
freeLists[b] = *(void **)p;
else
p = moreStructs(b);
#if FAST_ALLOC_STATS
++newCount[b];
#endif
return p;
}
inline
void FastAlloc::deallocate(void *p, size_t sz)
{
int b;
if (sz > Max_Alloc_Size)
{
::delete [] (char *)p;
return;
}
b = bucketFor(sz);
*(void **)p = freeLists[b];
freeLists[b] = p;
#if FAST_ALLOC_STATS
++deleteCount[b];
#endif
}
inline
void *FastAlloc::operator new(size_t sz)
{
return allocate(sz);
}
inline
void FastAlloc::operator delete(void *p, size_t sz)
{
deallocate(p, sz);
}
#endif // NO_FAST_ALLOC
#endif // __FAST_ALLOC_H__