/* * 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 "main/context.h" #include "main/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; (void) pool; 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) 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; (void) pool; ASSERT(is_valid_address(pool, addr)); } #endif }