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- using AOT;
- using System;
- using System.Threading;
- using Unity.Burst;
- using Unity.Collections.LowLevel.Unsafe;
- using Unity.Jobs.LowLevel.Unsafe;
- using Unity.Mathematics;
-
- namespace Unity.Collections
- {
- struct Spinner
- {
- int m_value;
- public void Lock()
- {
- while (0 != Interlocked.CompareExchange(ref m_value, 1, 0))
- {
- }
- Interlocked.MemoryBarrier();
- }
- public void Unlock()
- {
- Interlocked.MemoryBarrier();
- while (1 != Interlocked.CompareExchange(ref m_value, 0, 1))
- {
- }
- }
- }
-
- internal struct UnmanagedArray<T> : IDisposable where T : unmanaged
- {
- IntPtr m_pointer;
- int m_length;
- AllocatorManager.AllocatorHandle m_allocator;
- public UnmanagedArray(int length, AllocatorManager.AllocatorHandle allocator)
- {
- unsafe
- {
- m_pointer = (IntPtr)Memory.Unmanaged.Array.Allocate<T>(length, allocator);
- }
- m_length = length;
- m_allocator = allocator;
- }
- public void Dispose()
- {
- unsafe
- {
- Memory.Unmanaged.Free((T*)m_pointer, Allocator.Persistent);
- }
- }
- public unsafe T* GetUnsafePointer()
- {
- return (T*)m_pointer;
- }
- public ref T this[int index]
- {
- get { unsafe { return ref ((T*)m_pointer)[index]; } }
- }
- }
-
- /// <summary>
- /// An allocator that is fast like a linear allocator, is threadsafe, and automatically invalidates
- /// all allocations made from it, when "rewound" by the user.
- /// </summary>
- [BurstCompile]
- public struct RewindableAllocator : AllocatorManager.IAllocator
- {
- [BurstCompatible]
- internal unsafe struct MemoryBlock : IDisposable
- {
- public const int kMaximumAlignment = 16384; // can't align any coarser than this many bytes
- public byte* m_pointer; // pointer to contiguous memory
- public long m_bytes; // how many bytes of contiguous memory it points to
- public long m_current; // next byte to give out, when people "allocate" from this block
- public long m_allocations; // how many allocations have been made from this block, so far?
- public MemoryBlock(long bytes)
- {
- m_pointer = (byte*)Memory.Unmanaged.Allocate(bytes, kMaximumAlignment, Allocator.Persistent);
- m_bytes = bytes;
- m_current = 0;
- m_allocations = 0;
- }
- public void Rewind()
- {
- m_current = 0;
- m_allocations = 0;
- }
- public void Dispose()
- {
- Memory.Unmanaged.Free(m_pointer, Allocator.Persistent);
- m_pointer = null;
- m_bytes = 0;
- m_current = 0;
- m_allocations = 0;
- }
-
- public int TryAllocate(ref AllocatorManager.Block block)
- {
- // Make the alignment multiple of cacheline size
- var alignment = math.max(JobsUtility.CacheLineSize, block.Alignment);
- var extra = alignment != JobsUtility.CacheLineSize ? 1 : 0;
- var cachelineMask = JobsUtility.CacheLineSize - 1;
- if (extra == 1)
- {
- alignment = (alignment + cachelineMask) & ~cachelineMask;
- }
-
- // Adjust the size to be multiple of alignment, add extra alignment
- // to size if alignment is more than cacheline size
- var mask = alignment - 1L;
- var size = (block.Bytes + extra * alignment + mask) & ~mask;
- var begin = Interlocked.Add(ref m_current, size) - size;
- begin = (begin + mask) & ~mask; // align the offset here
- if (begin + block.Bytes > m_bytes)
- return AllocatorManager.kErrorBufferOverflow;
- block.Range.Pointer = (IntPtr)(m_pointer + begin);
- block.AllocatedItems = block.Range.Items;
- Interlocked.Increment(ref m_allocations);
- return AllocatorManager.kErrorNone;
- }
-
- public bool Contains(IntPtr ptr)
- {
- unsafe
- {
- void* pointer = (void*)ptr;
- return (pointer >= m_pointer) && (pointer < m_pointer + m_current);
- }
- }
- };
-
- Spinner m_spinner;
- AllocatorManager.AllocatorHandle m_handle;
- UnmanagedArray<MemoryBlock> m_block;
- int m_best; // block we expect is best to allocate from next
- int m_last; // highest-index block that has memory to allocate from
- int m_used; // highest-index block that we actually allocated from, since last rewind
- bool m_enableBlockFree; // flag indicating if allocator enables individual block free
-
- /// <summary>
- /// Initializes the allocator. Must be called before first use.
- /// </summary>
- /// <param name="initialSizeInBytes">The initial capacity of the allocator, in bytes</param>
- public void Initialize(int initialSizeInBytes, bool enableBlockFree = false)
- {
- m_spinner = default;
- m_block = new UnmanagedArray<MemoryBlock>(64, Allocator.Persistent);
- m_block[0] = new MemoryBlock(initialSizeInBytes);
- m_last = m_used = m_best = 0;
- m_enableBlockFree = enableBlockFree;
- }
-
- /// <summary>
- /// Property to get and set enable block free flag, a flag indicating whether allocator enables individual block free.
- /// </summary>
- public bool EnableBlockFree
- {
- get => m_enableBlockFree;
- set => m_enableBlockFree = value;
- }
-
- /// <summary>
- /// Retrieves the number of memory blocks that the allocator has requested from the system.
- /// </summary>
- public int BlocksAllocated => (int)(m_last + 1);
-
- /// <summary>
- /// Retrieves the size of the initial memory block, as requested in the Initialize function.
- /// </summary>
- public int InitialSizeInBytes => (int)(m_block[0].m_bytes);
-
- /// <summary>
- /// Rewind the allocator; invalidate all allocations made from it, and potentially also free memory blocks
- /// it has allocated from the system.
- /// </summary>
- public void Rewind()
- {
- if (JobsUtility.IsExecutingJob)
- throw new InvalidOperationException("You cannot Rewind a RewindableAllocator from a Job.");
- m_handle.Rewind(); // bump the allocator handle version, invalidate all dependents
- while (m_last > m_used) // *delete* all blocks we didn't even allocate from this time around.
- m_block[m_last--].Dispose();
- while (m_used > 0) // simply *rewind* all blocks we used in this update, to avoid allocating again, every update.
- m_block[m_used--].Rewind();
- m_block[0].Rewind();
- }
-
- /// <summary>
- /// Dispose the allocator. This must be called to free the memory blocks that were allocated from the system.
- /// </summary>
- public void Dispose()
- {
- if (JobsUtility.IsExecutingJob)
- throw new InvalidOperationException("You cannot Dispose a RewindableAllocator from a Job.");
- m_used = 0; // so that we delete all blocks in Rewind() on the next line
- Rewind();
- m_block[0].Dispose();
- m_block.Dispose();
- m_last = m_used = m_best = 0;
- }
-
- /// <summary>
- /// All allocators must implement this property, in order to be installed in the custom allocator table.
- /// </summary>
- [NotBurstCompatible]
- public AllocatorManager.TryFunction Function => Try;
-
- /// <summary>
- /// Try to allocate, free, or reallocate a block of memory. This is an internal function, and
- /// is not generally called by the user.
- /// </summary>
- /// <param name="block">The memory block to allocate, free, or reallocate</param>
- public int Try(ref AllocatorManager.Block block)
- {
- if (block.Range.Pointer == IntPtr.Zero)
- {
- // first, try to allocate from the block that succeeded last time, which we expect is likely to succeed again.
- var error = m_block[m_best].TryAllocate(ref block);
- if (error == AllocatorManager.kErrorNone)
- return error;
- // if that fails, check all the blocks to see if any of them have enough memory
- m_spinner.Lock();
- int best;
- for (best = 0; best <= m_last; ++best)
- {
- error = m_block[best].TryAllocate(ref block);
- if (error == AllocatorManager.kErrorNone)
- {
- m_used = best > m_used ? best : m_used;
- m_best = best;
- m_spinner.Unlock();
- return error;
- }
- }
- // if that fails, allocate another block that's guaranteed big enough, and allocate from it.
- var bytes = math.max(m_block[0].m_bytes << best, math.ceilpow2(block.Bytes)); // if user suddenly asks for 1GB, skip smaller sizes
- m_block[best] = new MemoryBlock(bytes);
- error = m_block[best].TryAllocate(ref block);
- m_best = best;
- m_used = best;
- m_last = best;
- m_spinner.Unlock();
- return error;
- }
-
- // To free memory, no-op unless allocator enables individual block to be freed
- if (block.Range.Items == 0)
- {
- if (m_enableBlockFree)
- {
- m_spinner.Lock();
- if (m_block[m_best].Contains(block.Range.Pointer))
- if (0 == Interlocked.Decrement(ref m_block[m_best].m_allocations))
- m_block[m_best].Rewind();
- m_spinner.Unlock();
- }
- return 0; // we could check to see if the pointer belongs to us, if we want to be strict about it.
- }
-
- return -1;
- }
-
- [BurstCompile]
- [MonoPInvokeCallback(typeof(AllocatorManager.TryFunction))]
- internal static int Try(IntPtr state, ref AllocatorManager.Block block)
- {
- unsafe { return ((RewindableAllocator*)state)->Try(ref block); }
- }
-
- /// <summary>
- /// Retrieve the AllocatorHandle associated with this allocator. The handle is used as an index into a
- /// global table, for times when a reference to the allocator object isn't available.
- /// </summary>
- /// <value>The AllocatorHandle retrieved.</value>
- public AllocatorManager.AllocatorHandle Handle { get { return m_handle; } set { m_handle = value; } }
-
- /// <summary>
- /// Retrieve the Allocator associated with this allocator.
- /// </summary>
- /// <value>The Allocator retrieved.</value>
- public Allocator ToAllocator { get { return m_handle.ToAllocator; } }
-
- /// <summary>
- /// Check whether this AllocatorHandle is a custom allocator.
- /// </summary>
- /// <value>True if this AllocatorHandle is a custom allocator.</value>
- public bool IsCustomAllocator { get { return m_handle.IsCustomAllocator; } }
-
- /// <summary>
- /// Allocate a NativeArray of type T from memory that is guaranteed to remain valid until the end of the
- /// next Update of this World. There is no need to Dispose the NativeArray so allocated. It is not possible
- /// to free the memory by Disposing it - it is automatically freed after the end of the next Update for this
- /// World.
- /// </summary>
- /// <typeparam name="T">The element type of the NativeArray to allocate.</typeparam>
- /// <param name="length">The length of the NativeArray to allocate, measured in elements.</param>
- /// <returns>The NativeArray allocated by this function.</returns>
- [BurstCompatible(GenericTypeArguments = new[] { typeof(int) })]
- public NativeArray<T> AllocateNativeArray<T>(int length) where T : struct
- {
- var container = new NativeArray<T>();
- unsafe
- {
- container.m_Buffer = this.AllocateStruct(default(T), length);
- }
- container.m_Length = length;
- container.m_AllocatorLabel = Allocator.None;
- #if ENABLE_UNITY_COLLECTIONS_CHECKS
- container.m_MinIndex = 0;
- container.m_MaxIndex = length - 1;
- container.m_Safety = CollectionHelper.CreateSafetyHandle(ToAllocator);
- #if REMOVE_DISPOSE_SENTINEL
- #else
- container.m_DisposeSentinel = null;
- #endif
- CollectionHelper.SetStaticSafetyId<NativeArray<T>>(ref container.m_Safety, ref NativeArrayExtensions.NativeArrayStaticId<T>.s_staticSafetyId.Data);
- Handle.AddSafetyHandle(container.m_Safety);
- #endif
- return container;
- }
-
- /// <summary>
- /// Allocate a NativeList of type T from memory that is guaranteed to remain valid until the end of the
- /// next Update of this World. There is no need to Dispose the NativeList so allocated. It is not possible
- /// to free the memory by Disposing it - it is automatically freed after the end of the next Update for this
- /// World. The NativeList must be initialized with its maximum capacity; if it were to dynamically resize,
- /// up to 1/2 of the total final capacity would be wasted, because the memory can't be dynamically freed.
- /// </summary>
- /// <typeparam name="T">The element type of the NativeList to allocate.</typeparam>
- /// <param name="capacity">The capacity of the NativeList to allocate, measured in elements.</param>
- /// <returns>The NativeList allocated by this function.</returns>
- [BurstCompatible(GenericTypeArguments = new[] { typeof(int) })]
- public NativeList<T> AllocateNativeList<T>(int capacity) where T : unmanaged
- {
- var container = new NativeList<T>();
- unsafe
- {
- container.m_ListData = this.Allocate(default(UnsafeList<T>), 1);
- container.m_ListData->Ptr = this.Allocate(default(T), capacity);
- container.m_ListData->m_capacity = capacity;
- container.m_ListData->m_length = 0;
- container.m_ListData->Allocator = Allocator.None;
- }
- container.m_DeprecatedAllocator = Allocator.None;
- #if ENABLE_UNITY_COLLECTIONS_CHECKS
- container.m_Safety = CollectionHelper.CreateSafetyHandle(ToAllocator);
- #if REMOVE_DISPOSE_SENTINEL
- #else
- container.m_DisposeSentinel = null;
- #endif
- CollectionHelper.SetStaticSafetyId<NativeList<T>>(ref container.m_Safety, ref NativeList<T>.s_staticSafetyId.Data);
- AtomicSafetyHandle.SetBumpSecondaryVersionOnScheduleWrite(container.m_Safety, true);
- Handle.AddSafetyHandle(container.m_Safety);
- #endif
- return container;
- }
- }
- }
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