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palBestFitAllocatorImpl.h
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/*
***********************************************************************************************************************
*
* Copyright (c) 2018-2024 Advanced Micro Devices, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
**********************************************************************************************************************/
/**
***********************************************************************************************************************
* @file palBestFitAllocatorImpl.h
* @brief PAL utility BestFitAllocator class implementation.
***********************************************************************************************************************
*/
#pragma once
#include "palBestFitAllocator.h"
#include "palInlineFuncs.h"
#include "palListImpl.h"
namespace Util
{
// =====================================================================================================================
template<typename Allocator>
BestFitAllocator<Allocator>::BestFitAllocator(
Allocator* pAllocator,
gpusize baseAllocSize,
gpusize minAllocSize)
:
m_pAllocator(pAllocator),
m_totalBytes(baseAllocSize),
m_minBlockSize(minAllocSize),
m_freeBytes(baseAllocSize),
m_blockList(pAllocator)
{
// Allocator must be non-null
PAL_ASSERT(m_pAllocator != nullptr);
// baseAllocSize and minAllocSize must be POT
PAL_ASSERT(IsPowerOfTwo(baseAllocSize) && IsPowerOfTwo(minAllocSize));
// baseAllocSize must be aligned to minAllocsize
PAL_ASSERT((baseAllocSize % minAllocSize) == 0);
}
// =====================================================================================================================
template<typename Allocator>
BestFitAllocator<Allocator>::~BestFitAllocator()
{
// Prevent access violation in the case that init is failed
if (m_blockList.NumElements() > 0)
{
SanityCheck();
auto block = m_blockList.Begin();
// If we don't have a single block that isn't busy, then the user didn't free all of the memory
PAL_ALERT(!((m_blockList.NumElements() == 1) && (block.Get()->isBusy == false)));
// Clear out the list so that Util::List doesn't complain
while (block.Get() != nullptr)
{
m_blockList.Erase(&block);
}
}
}
// =====================================================================================================================
// Initializes the buddy allocator.
template <typename Allocator>
Result BestFitAllocator<Allocator>::Init()
{
return m_blockList.PushFront({0, m_freeBytes, false});
}
// =====================================================================================================================
// Suballocates a block from the base allocation that this allocator manages. If no free space is found then an
// appropriate error is returned.
template<typename Allocator>
Result BestFitAllocator<Allocator>::Allocate(
gpusize size,
gpusize alignment,
gpusize* pOffset)
{
PAL_ASSERT(m_blockList.NumElements() > 0);
Result result = Result::Success;
auto bestBlock = m_blockList.End();
size = Pow2Align(size, m_minBlockSize);
alignment = Pow2Align(alignment, m_minBlockSize);
if (size > MaximumAllocationSize())
{
result = Result::ErrorOutOfGpuMemory;
}
gpusize bestExtraSize = 0;
if (result == Result::Success)
{
for (auto it = m_blockList.Begin(); it != m_blockList.End(); it.Next())
{
gpusize curExtraSize = 0;
if (IsPow2Aligned(it.Get()->offset, alignment) == false)
{
// If block's offset isn't aligned, then reserve extra space in the allocation search
curExtraSize = alignment - (it.Get()->offset & (alignment - 1));
}
if ((it.Get()->isBusy == false) &&
(it.Get()->size >= (size + curExtraSize)) &&
((bestBlock == m_blockList.End()) || (it.Get()->size < bestBlock.Get()->size)))
{
bestBlock = it;
bestExtraSize = curExtraSize;
}
}
// There's no block that could hold the allocation
if (bestBlock == m_blockList.End())
{
result = Result::ErrorOutOfGpuMemory;
}
}
if (result == Result::Success)
{
// Need to split block
if (bestBlock.Get()->size != size)
{
// Check if extra size was requested and create the new free block
if (bestExtraSize != 0)
{
result = m_blockList.InsertBefore(&bestBlock, { bestBlock.Get()->offset, bestExtraSize, false });
if (result == Result::Success)
{
bestBlock.Get()->size -= bestExtraSize;
bestBlock.Get()->offset += bestExtraSize;
}
}
if (result == Result::Success)
{
result = m_blockList.InsertBefore(&bestBlock, { bestBlock.Get()->offset, size, true });
if (result == Result::Success)
{
bestBlock.Get()->size -= size;
bestBlock.Get()->offset += size;
bestBlock.Prev();
}
}
}
}
if (result == Result::Success)
{
m_freeBytes -= size;
bestBlock.Get()->isBusy = true;
*pOffset = bestBlock.Get()->offset;
}
SanityCheck();
return result;
}
// =====================================================================================================================
// Frees a suballocated block making it available for future re-use.
template<typename Allocator>
void BestFitAllocator<Allocator>::Free(
gpusize offset,
gpusize size,
gpusize alignment)
{
PAL_ASSERT(m_blockList.NumElements() > 0);
PAL_ALERT(!((offset % m_minBlockSize) == 0));
auto block = m_blockList.End();
for (auto it = m_blockList.Begin(); it != m_blockList.End(); it.Next())
{
if (it.Get()->offset == offset)
{
// The block has to be busy
PAL_ALERT(!(it.Get()->isBusy == true));
block = it;
break;
}
}
// The block was never allocated?
PAL_ASSERT(block != m_blockList.End());
block.Get()->isBusy = false;
m_freeBytes += block.Get()->size;
// try to merge with next block
auto nextBlock = block;
nextBlock.Next();
if ((nextBlock != m_blockList.End()) &&
(nextBlock.Get()->isBusy == false))
{
block.Get()->size += nextBlock.Get()->size;
m_blockList.Erase(&nextBlock);
}
// try to merge with previous block
auto prevBlock = block;
prevBlock.Prev();
if ((prevBlock != block) &&
(prevBlock.Get()->isBusy == false))
{
prevBlock.Get()->size += block.Get()->size;
m_blockList.Erase(&block);
}
SanityCheck();
}
// =====================================================================================================================
template<typename Allocator>
bool BestFitAllocator<Allocator>::IsEmpty() const
{
return m_freeBytes == 0u;
}
// =====================================================================================================================
// Gets maximum allocation size supported by this buddy allocator.
template<typename Allocator>
gpusize BestFitAllocator<Allocator>::MaximumAllocationSize() const
{
return m_totalBytes;
}
// =====================================================================================================================
template<typename Allocator>
void BestFitAllocator<Allocator>::SanityCheck()
{
#if DEBUG
PAL_ASSERT(m_blockList.NumElements() > 0);
auto prevBlock = m_blockList.Begin();
gpusize totalBytes = prevBlock.Get()->size;
gpusize freeBytes = prevBlock.Get()->isBusy ? 0u : prevBlock.Get()->size;
auto it = m_blockList.Begin();
it.Next();
for (; it != m_blockList.End(); it.Next(), prevBlock.Next())
{
// There should never be neighbour blocks that are both free
PAL_ASSERT((prevBlock.Get()->isBusy == true) || (it.Get()->isBusy == true));
// The next block should start off where the previous one finished
PAL_ASSERT((prevBlock.Get()->offset + prevBlock.Get()->size) == it.Get()->offset);
totalBytes += it.Get()->size;
freeBytes += it.Get()->isBusy ? 0u : it.Get()->size;
}
// should be the same
PAL_ASSERT(totalBytes == m_totalBytes);
PAL_ASSERT(freeBytes == m_freeBytes);
#endif
}
} // Util