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-rw-r--r--src/mesa/shader/slang/slang_mem.c241
1 files changed, 241 insertions, 0 deletions
diff --git a/src/mesa/shader/slang/slang_mem.c b/src/mesa/shader/slang/slang_mem.c
new file mode 100644
index 00000000000..e1d1e6ba14e
--- /dev/null
+++ b/src/mesa/shader/slang/slang_mem.c
@@ -0,0 +1,241 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.5.3
+ *
+ * Copyright (C) 2005-2007 Brian Paul 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
+ * BRIAN PAUL 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 slang_mem.c
+ *
+ * Memory manager for GLSL compiler. The general idea is to do all
+ * allocations out of a large pool then just free the pool when done
+ * compiling to avoid intricate malloc/free tracking and memory leaks.
+ *
+ * \author Brian Paul
+ */
+
+#include "context.h"
+#include "macros.h"
+#include "slang_mem.h"
+
+
+#define GRANULARITY 8
+#define ROUND_UP(B) ( ((B) + (GRANULARITY - 1)) & ~(GRANULARITY - 1) )
+
+
+/** If 1, use conventional malloc/free. Helpful for debugging */
+#define USE_MALLOC_FREE 0
+
+
+struct slang_mempool_
+{
+ GLuint Size, Used, Count, Largest;
+ char *Data;
+ struct slang_mempool_ *Next;
+};
+
+
+slang_mempool *
+_slang_new_mempool(GLuint initialSize)
+{
+ slang_mempool *pool = (slang_mempool *) _mesa_calloc(sizeof(slang_mempool));
+ if (pool) {
+ pool->Data = (char *) _mesa_calloc(initialSize);
+ /*printf("ALLOC MEMPOOL %d at %p\n", initialSize, pool->Data);*/
+ if (!pool->Data) {
+ _mesa_free(pool);
+ return NULL;
+ }
+ pool->Size = initialSize;
+ pool->Used = 0;
+ }
+ return pool;
+}
+
+
+void
+_slang_delete_mempool(slang_mempool *pool)
+{
+ GLuint total = 0;
+ while (pool) {
+ slang_mempool *next = pool->Next;
+ /*
+ printf("DELETE MEMPOOL %u / %u count=%u largest=%u\n",
+ pool->Used, pool->Size, pool->Count, pool->Largest);
+ */
+ total += pool->Used;
+ _mesa_free(pool->Data);
+ _mesa_free(pool);
+ pool = next;
+ }
+ /*printf("TOTAL ALLOCATED: %u\n", total);*/
+}
+
+
+#ifdef DEBUG
+static void
+check_zero(const char *addr, GLuint n)
+{
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ assert(addr[i]==0);
+ }
+}
+#endif
+
+
+#ifdef DEBUG
+static GLboolean
+is_valid_address(const slang_mempool *pool, void *addr)
+{
+ while (pool) {
+ if ((char *) addr >= pool->Data &&
+ (char *) addr < pool->Data + pool->Used)
+ return GL_TRUE;
+
+ pool = pool->Next;
+ }
+ return GL_FALSE;
+}
+#endif
+
+
+/**
+ * Alloc 'bytes' from shader mempool.
+ */
+void *
+_slang_alloc(GLuint bytes)
+{
+#if USE_MALLOC_FREE
+ return _mesa_calloc(bytes);
+#else
+ slang_mempool *pool;
+ GET_CURRENT_CONTEXT(ctx);
+ pool = (slang_mempool *) ctx->Shader.MemPool;
+
+ if (bytes == 0)
+ bytes = 1;
+
+ while (pool) {
+ if (pool->Used + bytes <= pool->Size) {
+ /* found room */
+ void *addr = (void *) (pool->Data + pool->Used);
+#ifdef DEBUG
+ check_zero((char*) addr, bytes);
+#endif
+ pool->Used += ROUND_UP(bytes);
+ pool->Largest = MAX2(pool->Largest, bytes);
+ pool->Count++;
+ /*printf("alloc %u Used %u\n", bytes, pool->Used);*/
+ return addr;
+ }
+ else if (pool->Next) {
+ /* try next block */
+ pool = pool->Next;
+ }
+ else {
+ /* alloc new pool */
+ const GLuint sz = MAX2(bytes, pool->Size);
+ pool->Next = _slang_new_mempool(sz);
+ if (!pool->Next) {
+ /* we're _really_ out of memory */
+ return NULL;
+ }
+ else {
+ pool = pool->Next;
+ pool->Largest = bytes;
+ pool->Count++;
+ pool->Used = ROUND_UP(bytes);
+#ifdef DEBUG
+ check_zero((char*) pool->Data, bytes);
+#endif
+ return (void *) pool->Data;
+ }
+ }
+ }
+ return NULL;
+#endif
+}
+
+
+void *
+_slang_realloc(void *oldBuffer, GLuint oldSize, GLuint newSize)
+{
+#if USE_MALLOC_FREE
+ return _mesa_realloc(oldBuffer, oldSize, newSize);
+#else
+ GET_CURRENT_CONTEXT(ctx);
+ slang_mempool *pool = (slang_mempool *) ctx->Shader.MemPool;
+
+ if (newSize < oldSize) {
+ return oldBuffer;
+ }
+ else {
+ const GLuint copySize = (oldSize < newSize) ? oldSize : newSize;
+ void *newBuffer = _slang_alloc(newSize);
+
+ if (oldBuffer)
+ ASSERT(is_valid_address(pool, oldBuffer));
+
+ if (newBuffer && oldBuffer && copySize > 0)
+ _mesa_memcpy(newBuffer, oldBuffer, copySize);
+
+ return newBuffer;
+ }
+#endif
+}
+
+
+/**
+ * Clone string, storing in current mempool.
+ */
+char *
+_slang_strdup(const char *s)
+{
+ if (s) {
+ size_t l = _mesa_strlen(s);
+ char *s2 = (char *) _slang_alloc(l + 1);
+ if (s2)
+ _mesa_strcpy(s2, s);
+ return s2;
+ }
+ else {
+ return NULL;
+ }
+}
+
+
+/**
+ * Don't actually free memory, but mark it (for debugging).
+ */
+void
+_slang_free(void *addr)
+{
+#if USE_MALLOC_FREE
+ _mesa_free(addr);
+#else
+ if (addr) {
+ GET_CURRENT_CONTEXT(ctx);
+ slang_mempool *pool = (slang_mempool *) ctx->Shader.MemPool;
+ ASSERT(is_valid_address(pool, addr));
+ }
+#endif
+}