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Implements std.ArenaAllocator.reset() (#12590)
Co-authored-by: Felix "xq" Queißner <xq@random-projects.net>
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@ -41,6 +41,8 @@ pub const ArenaAllocator = struct {
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}
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pub fn deinit(self: ArenaAllocator) void {
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// NOTE: When changing this, make sure `reset()` is adjusted accordingly!
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var it = self.state.buffer_list.first;
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while (it) |node| {
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// this has to occur before the free because the free frees node
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@ -50,6 +52,113 @@ pub const ArenaAllocator = struct {
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}
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}
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pub const ResetMode = union(enum) {
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/// Releases all allocated memory in the arena.
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free_all,
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/// This will pre-heat the arena for future allocations by allocating a
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/// large enough buffer for all previously done allocations.
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/// Preheating will speed up the allocation process by invoking the backing allocator
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/// less often than before. If `reset()` is used in a loop, this means that after the
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/// biggest operation, no memory allocations are performed anymore.
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retain_capacity,
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/// This is the same as `retain_capacity`, but the memory will be shrunk to
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/// this value if it exceeds the limit.
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retain_with_limit: usize,
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};
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/// Queries the current memory use of this arena.
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/// This will **not** include the storage required for internal keeping.
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pub fn queryCapacity(self: ArenaAllocator) usize {
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var size: usize = 0;
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var it = self.state.buffer_list.first;
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while (it) |node| : (it = node.next) {
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// Compute the actually allocated size excluding the
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// linked list node.
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size += node.data.len - @sizeOf(BufNode);
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}
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return size;
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}
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/// Resets the arena allocator and frees all allocated memory.
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///
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/// `mode` defines how the currently allocated memory is handled.
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/// See the variant documentation for `ResetMode` for the effects of each mode.
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///
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/// The function will return whether the reset operation was successful or not.
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/// If the reallocation failed `false` is returned. The arena will still be fully
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/// functional in that case, all memory is released. Future allocations just might
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/// be slower.
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///
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/// NOTE: If `mode` is `free_mode`, the function will always return `true`.
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pub fn reset(self: *ArenaAllocator, mode: ResetMode) bool {
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// Some words on the implementation:
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// The reset function can be implemented with two basic approaches:
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// - Counting how much bytes were allocated since the last reset, and storing that
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// information in State. This will make reset fast and alloc only a teeny tiny bit
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// slower.
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// - Counting how much bytes were allocated by iterating the chunk linked list. This
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// will make reset slower, but alloc() keeps the same speed when reset() as if reset()
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// would not exist.
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//
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// The second variant was chosen for implementation, as with more and more calls to reset(),
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// the function will get faster and faster. At one point, the complexity of the function
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// will drop to amortized O(1), as we're only ever having a single chunk that will not be
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// reallocated, and we're not even touching the backing allocator anymore.
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//
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// Thus, only the first hand full of calls to reset() will actually need to iterate the linked
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// list, all future calls are just taking the first node, and only resetting the `end_index`
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// value.
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const current_capacity = if (mode != .free_all)
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@sizeOf(BufNode) + self.queryCapacity() // we need at least space for exactly one node + the current capacity
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else
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0;
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if (mode == .free_all or current_capacity == 0) {
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// just reset when we don't have anything to reallocate
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self.deinit();
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self.state = State{};
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return true;
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}
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const total_size = switch (mode) {
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.retain_capacity => current_capacity,
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.retain_with_limit => |limit| std.math.min(limit, current_capacity),
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.free_all => unreachable,
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};
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// Free all nodes except for the last one
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var it = self.state.buffer_list.first;
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const maybe_first_node = while (it) |node| {
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// this has to occur before the free because the free frees node
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const next_it = node.next;
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if (next_it == null)
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break node;
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self.child_allocator.free(node.data);
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it = next_it;
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} else null;
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std.debug.assert(maybe_first_node == null or maybe_first_node.?.next == null);
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// reset the state before we try resizing the buffers, so we definitly have reset the arena to 0.
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self.state.end_index = 0;
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if (maybe_first_node) |first_node| {
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// perfect, no need to invoke the child_allocator
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if (first_node.data.len == total_size)
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return true;
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const align_bits = std.math.log2_int(usize, @alignOf(BufNode));
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if (self.child_allocator.rawResize(first_node.data, align_bits, total_size, @returnAddress())) {
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// successful resize
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first_node.data.len = total_size;
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} else {
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// manual realloc
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const new_ptr = self.child_allocator.rawAlloc(total_size, align_bits, @returnAddress()) orelse {
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// we failed to preheat the arena properly, signal this to the user.
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return false;
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};
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self.child_allocator.rawFree(first_node.data, align_bits, @returnAddress());
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const node = @ptrCast(*BufNode, @alignCast(@alignOf(BufNode), new_ptr));
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node.* = BufNode{
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.data = new_ptr[0..total_size],
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};
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self.state.buffer_list.first = node;
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}
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}
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return true;
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}
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fn createNode(self: *ArenaAllocator, prev_len: usize, minimum_size: usize) ?*BufNode {
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const actual_min_size = minimum_size + (@sizeOf(BufNode) + 16);
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const big_enough_len = prev_len + actual_min_size;
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@ -137,3 +246,26 @@ pub const ArenaAllocator = struct {
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}
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}
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};
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test "ArenaAllocator (reset with preheating)" {
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var arena_allocator = ArenaAllocator.init(std.testing.allocator);
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defer arena_allocator.deinit();
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// provides some variance in the allocated data
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var rng_src = std.rand.DefaultPrng.init(19930913);
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const random = rng_src.random();
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var rounds: usize = 25;
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while (rounds > 0) {
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rounds -= 1;
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_ = arena_allocator.reset(.retain_capacity);
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var alloced_bytes: usize = 0;
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var total_size: usize = random.intRangeAtMost(usize, 256, 16384);
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while (alloced_bytes < total_size) {
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const size = random.intRangeAtMost(usize, 16, 256);
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const alignment = 32;
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const slice = try arena_allocator.allocator().alignedAlloc(u8, alignment, size);
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try std.testing.expect(std.mem.isAligned(@ptrToInt(slice.ptr), alignment));
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try std.testing.expectEqual(size, slice.len);
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alloced_bytes += slice.len;
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}
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}
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}
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