mirror of
https://github.com/ziglang/zig.git
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307 lines
13 KiB
Zig
307 lines
13 KiB
Zig
const std = @import("../std.zig");
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const assert = std.debug.assert;
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const mem = std.mem;
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const Allocator = std.mem.Allocator;
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const Alignment = std.mem.Alignment;
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/// This allocator takes an existing allocator, wraps it, and provides an interface where
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/// you can allocate and then free it all together. Calls to free an individual item only
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/// free the item if it was the most recent allocation, otherwise calls to free do
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/// nothing.
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pub const ArenaAllocator = struct {
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child_allocator: Allocator,
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state: State,
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/// Inner state of ArenaAllocator. Can be stored rather than the entire ArenaAllocator
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/// as a memory-saving optimization.
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pub const State = struct {
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buffer_list: std.SinglyLinkedList = .{},
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end_index: usize = 0,
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pub fn promote(self: State, child_allocator: Allocator) ArenaAllocator {
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return .{
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.child_allocator = child_allocator,
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.state = self,
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};
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}
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};
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pub fn allocator(self: *ArenaAllocator) Allocator {
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return .{
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.ptr = self,
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.vtable = &.{
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.alloc = alloc,
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.resize = resize,
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.remap = remap,
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.free = free,
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},
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};
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}
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const BufNode = struct {
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data: usize,
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node: std.SinglyLinkedList.Node = .{},
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};
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const BufNode_alignment: Alignment = .of(BufNode);
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pub fn init(child_allocator: Allocator) ArenaAllocator {
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return (State{}).promote(child_allocator);
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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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const next_it = node.next;
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const buf_node: *BufNode = @fieldParentPtr("node", node);
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const alloc_buf = @as([*]u8, @ptrCast(buf_node))[0..buf_node.data];
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self.child_allocator.rawFree(alloc_buf, BufNode_alignment, @returnAddress());
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it = next_it;
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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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const buf_node: *BufNode = @fieldParentPtr("node", node);
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size += buf_node.data - @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_all`, 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 requested_capacity = switch (mode) {
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.retain_capacity => self.queryCapacity(),
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.retain_with_limit => |limit| @min(limit, self.queryCapacity()),
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.free_all => 0,
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};
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if (requested_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 = requested_capacity + @sizeOf(BufNode);
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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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const buf_node: *BufNode = @fieldParentPtr("node", node);
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const alloc_buf = @as([*]u8, @ptrCast(buf_node))[0..buf_node.data];
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self.child_allocator.rawFree(alloc_buf, BufNode_alignment, @returnAddress());
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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 definitely 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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self.state.buffer_list.first = first_node;
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// perfect, no need to invoke the child_allocator
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const first_buf_node: *BufNode = @fieldParentPtr("node", first_node);
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if (first_buf_node.data == total_size)
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return true;
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const first_alloc_buf = @as([*]u8, @ptrCast(first_buf_node))[0..first_buf_node.data];
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if (self.child_allocator.rawResize(first_alloc_buf, BufNode_alignment, total_size, @returnAddress())) {
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// successful resize
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first_buf_node.data = 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, BufNode_alignment, @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_alloc_buf, BufNode_alignment, @returnAddress());
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const buf_node: *BufNode = @ptrCast(@alignCast(new_ptr));
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buf_node.* = .{ .data = total_size };
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self.state.buffer_list.first = &buf_node.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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const len = big_enough_len + big_enough_len / 2;
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const ptr = self.child_allocator.rawAlloc(len, BufNode_alignment, @returnAddress()) orelse
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return null;
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const buf_node: *BufNode = @ptrCast(@alignCast(ptr));
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buf_node.* = .{ .data = len };
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self.state.buffer_list.prepend(&buf_node.node);
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self.state.end_index = 0;
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return buf_node;
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}
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fn alloc(ctx: *anyopaque, n: usize, alignment: Alignment, ra: usize) ?[*]u8 {
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const self: *ArenaAllocator = @ptrCast(@alignCast(ctx));
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_ = ra;
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const ptr_align = alignment.toByteUnits();
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var cur_node: *BufNode = if (self.state.buffer_list.first) |first_node|
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@fieldParentPtr("node", first_node)
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else
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(self.createNode(0, n + ptr_align) orelse return null);
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while (true) {
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const cur_alloc_buf = @as([*]u8, @ptrCast(cur_node))[0..cur_node.data];
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const cur_buf = cur_alloc_buf[@sizeOf(BufNode)..];
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const addr = @intFromPtr(cur_buf.ptr) + self.state.end_index;
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const adjusted_addr = mem.alignForward(usize, addr, ptr_align);
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const adjusted_index = self.state.end_index + (adjusted_addr - addr);
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const new_end_index = adjusted_index + n;
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if (new_end_index <= cur_buf.len) {
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const result = cur_buf[adjusted_index..new_end_index];
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self.state.end_index = new_end_index;
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return result.ptr;
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}
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const bigger_buf_size = @sizeOf(BufNode) + new_end_index;
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if (self.child_allocator.rawResize(cur_alloc_buf, BufNode_alignment, bigger_buf_size, @returnAddress())) {
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cur_node.data = bigger_buf_size;
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} else {
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// Allocate a new node if that's not possible
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cur_node = self.createNode(cur_buf.len, n + ptr_align) orelse return null;
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}
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}
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}
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fn resize(ctx: *anyopaque, buf: []u8, alignment: Alignment, new_len: usize, ret_addr: usize) bool {
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const self: *ArenaAllocator = @ptrCast(@alignCast(ctx));
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_ = alignment;
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_ = ret_addr;
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const cur_node = self.state.buffer_list.first orelse return false;
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const cur_buf_node: *BufNode = @fieldParentPtr("node", cur_node);
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const cur_buf = @as([*]u8, @ptrCast(cur_buf_node))[@sizeOf(BufNode)..cur_buf_node.data];
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if (@intFromPtr(cur_buf.ptr) + self.state.end_index != @intFromPtr(buf.ptr) + buf.len) {
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// It's not the most recent allocation, so it cannot be expanded,
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// but it's fine if they want to make it smaller.
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return new_len <= buf.len;
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}
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if (buf.len >= new_len) {
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self.state.end_index -= buf.len - new_len;
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return true;
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} else if (cur_buf.len - self.state.end_index >= new_len - buf.len) {
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self.state.end_index += new_len - buf.len;
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return true;
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} else {
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return false;
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}
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}
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fn remap(
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context: *anyopaque,
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memory: []u8,
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alignment: Alignment,
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new_len: usize,
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return_address: usize,
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) ?[*]u8 {
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return if (resize(context, memory, alignment, new_len, return_address)) memory.ptr else null;
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}
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fn free(ctx: *anyopaque, buf: []u8, alignment: Alignment, ret_addr: usize) void {
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_ = alignment;
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_ = ret_addr;
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const self: *ArenaAllocator = @ptrCast(@alignCast(ctx));
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const cur_node = self.state.buffer_list.first orelse return;
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const cur_buf_node: *BufNode = @fieldParentPtr("node", cur_node);
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const cur_buf = @as([*]u8, @ptrCast(cur_buf_node))[@sizeOf(BufNode)..cur_buf_node.data];
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if (@intFromPtr(cur_buf.ptr) + self.state.end_index == @intFromPtr(buf.ptr) + buf.len) {
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self.state.end_index -= buf.len;
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}
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}
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};
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test "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.Random.DefaultPrng.init(std.testing.random_seed);
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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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const 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: Alignment = .@"32";
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const slice = try arena_allocator.allocator().alignedAlloc(u8, alignment, size);
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try std.testing.expect(alignment.check(@intFromPtr(slice.ptr)));
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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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test "reset while retaining a buffer" {
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var arena_allocator = ArenaAllocator.init(std.testing.allocator);
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defer arena_allocator.deinit();
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const a = arena_allocator.allocator();
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// Create two internal buffers
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_ = try a.alloc(u8, 1);
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_ = try a.alloc(u8, 1000);
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// Check that we have at least two buffers
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try std.testing.expect(arena_allocator.state.buffer_list.first.?.next != null);
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// This retains the first allocated buffer
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try std.testing.expect(arena_allocator.reset(.{ .retain_with_limit = 1 }));
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}
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