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- using AOT;
- using System;
- using System.Runtime.CompilerServices;
- using System.Threading;
- using UnityEngine.Assertions;
- using Unity.Burst;
- using Unity.Collections.LowLevel.Unsafe;
- using Unity.Jobs.LowLevel.Unsafe;
- using Unity.Mathematics;
-
- namespace Unity.Collections
- {
- internal struct UnmanagedArray<T> : IDisposable where T : unmanaged
- {
- IntPtr m_pointer;
- int m_length;
- public int Length => 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]
- {
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- 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
- {
- internal struct Union
- {
- internal long m_long;
-
- // Number of bits used to store current position in a block to give out memory.
- // This limits the maximum block size to 1TB (2^40).
- const int currentBits = 40;
- // Offset of current position in m_long
- const int currentOffset = 0;
- // Number of bits used to store the allocation count in a block
- const long currentMask = (1L << currentBits) - 1;
-
- // Number of bits used to store allocation count in a block.
- // This limits the maximum number of allocations per block to 16 millions (2^24)
- const int allocCountBits = 24;
- // Offset of allocation count in m_long
- const int allocCountOffset = currentOffset + currentBits;
- const long allocCountMask = (1L << allocCountBits) - 1;
-
- // Current position in a block to give out memory
- internal long m_current
- {
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- get
- {
- return (m_long >> currentOffset) & currentMask;
- }
-
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- set
- {
- m_long &= ~(currentMask << currentOffset);
- m_long |= (value & currentMask) << currentOffset;
- }
- }
-
- // The number of allocations in a block
- internal long m_allocCount
- {
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- get
- {
- return (m_long >> allocCountOffset) & allocCountMask;
- }
-
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- set
- {
- m_long &= ~(allocCountMask << allocCountOffset);
- m_long |= (value & allocCountMask) << allocCountOffset;
- }
- }
- }
- [GenerateTestsForBurstCompatibility]
- internal unsafe struct MemoryBlock : IDisposable
- {
- // can't align any coarser than this many bytes
- public const int kMaximumAlignment = 16384;
- // pointer to contiguous memory
- public byte* m_pointer;
- // how many bytes of contiguous memory it points to
- public long m_bytes;
- // Union of current position to give out memory and allocation counts
- public Union m_union;
-
- public MemoryBlock(long bytes)
- {
- m_pointer = (byte*)Memory.Unmanaged.Allocate(bytes, kMaximumAlignment, Allocator.Persistent);
- Assert.IsTrue(m_pointer != null, "Memory block allocation failed, system out of memory");
- m_bytes = bytes;
- m_union = default;
- }
-
- public void Rewind()
- {
- m_union = default;
- }
-
- public void Dispose()
- {
- Memory.Unmanaged.Free(m_pointer, Allocator.Persistent);
- m_pointer = null;
- m_bytes = 0;
- m_union = default;
- }
-
- public bool Contains(IntPtr ptr)
- {
- unsafe
- {
- void* pointer = (void*)ptr;
- return (pointer >= m_pointer) && (pointer < m_pointer + m_union.m_current);
- }
- }
- };
-
- // Log2 of Maximum memory block size. Cannot exceed MemoryBlock.Union.currentBits.
- const int kLog2MaxMemoryBlockSize = 26;
-
- // Maximum memory block size. Can exceed maximum memory block size if user requested more.
- const long kMaxMemoryBlockSize = 1L << kLog2MaxMemoryBlockSize; // 64MB
-
- /// Minimum memory block size, 128KB.
- const long kMinMemoryBlockSize = 128 * 1024;
-
- /// Maximum number of memory blocks.
- const int kMaxNumBlocks = 64;
-
- // Bit mask (bit 31) of the memory block busy flag indicating whether the block is busy rewinding.
- const int kBlockBusyRewindMask = 0x1 << 31;
-
- // Bit mask of the memory block busy flag indicating whether the block is busy allocating.
- const int kBlockBusyAllocateMask = ~kBlockBusyRewindMask;
-
- Spinner m_spinner;
- AllocatorManager.AllocatorHandle m_handle;
- UnmanagedArray<MemoryBlock> m_block;
- 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
- byte m_enableBlockFree; // flag indicating if allocator enables individual block free
- byte m_reachMaxBlockSize; // flag indicating if reach maximum block size
-
- /// <summary>
- /// Initializes the allocator. Must be called before first use.
- /// </summary>
- /// <param name="initialSizeInBytes">The initial capacity of the allocator, in bytes</param>
- /// <param name="enableBlockFree">A flag indicating if allocator enables individual block free</param>
- public void Initialize(int initialSizeInBytes, bool enableBlockFree = false)
- {
- m_spinner = default;
- m_block = new UnmanagedArray<MemoryBlock>(kMaxNumBlocks, Allocator.Persistent);
- // Initial block size should be larger than min block size
- var blockSize = initialSizeInBytes > kMinMemoryBlockSize ? initialSizeInBytes : kMinMemoryBlockSize;
- m_block[0] = new MemoryBlock(blockSize);
- m_last = m_used = 0;
- m_enableBlockFree = enableBlockFree ? (byte)1 : (byte)0;
- m_reachMaxBlockSize = (initialSizeInBytes >= kMaxMemoryBlockSize) ? (byte)1 : (byte)0;
- }
-
- /// <summary>
- /// Property to get and set enable block free flag, a flag indicating whether the allocator should enable individual block to be freed.
- /// </summary>
- public bool EnableBlockFree
- {
- get => m_enableBlockFree != 0;
- set => m_enableBlockFree = value ? (byte)1 : (byte)0;
- }
-
- /// <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>
- /// Retrieves the maximum memory block size.
- /// </summary>
- internal long MaxMemoryBlockSize => kMaxMemoryBlockSize;
-
- /// <summary>
- /// Retrieves the total bytes of the memory blocks allocated by this allocator.
- /// </summary>
- internal long BytesAllocated
- {
- get
- {
- long totalBytes = 0;
- for(int i = 0; i <= m_last; i++)
- {
- totalBytes += m_block[i].m_bytes;
- }
- return totalBytes;
- }
- }
-
- /// <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 = 0;
- }
-
- /// <summary>
- /// All allocators must implement this property, in order to be installed in the custom allocator table.
- /// </summary>
- [ExcludeFromBurstCompatTesting("Uses managed delegate")]
- public AllocatorManager.TryFunction Function => Try;
-
- unsafe int TryAllocate(ref AllocatorManager.Block block, int startIndex, int lastIndex, long alignedSize, long alignmentMask)
- {
- for (int best = startIndex; best <= lastIndex; best++)
- {
- Union oldUnion;
- Union readUnion = default;
- long begin = 0;
- bool skip = false;
- readUnion.m_long = Interlocked.Read(ref m_block[best].m_union.m_long);
- do
- {
- begin = (readUnion.m_current + alignmentMask) & ~alignmentMask;
- if (begin + block.Bytes > m_block[best].m_bytes)
- {
- skip = true;
- break;
- }
- oldUnion = readUnion;
- Union newUnion = default;
- newUnion.m_current = (begin + alignedSize) > m_block[best].m_bytes ? m_block[best].m_bytes : (begin + alignedSize);
- newUnion.m_allocCount = readUnion.m_allocCount + 1;
- readUnion.m_long = Interlocked.CompareExchange(ref m_block[best].m_union.m_long, newUnion.m_long, oldUnion.m_long);
- } while (readUnion.m_long != oldUnion.m_long);
-
- if(skip)
- {
- continue;
- }
-
- block.Range.Pointer = (IntPtr)(m_block[best].m_pointer + begin);
- block.AllocatedItems = block.Range.Items;
-
- Interlocked.MemoryBarrier();
- int oldUsed;
- int readUsed;
- int newUsed;
- readUsed = m_used;
- do
- {
- oldUsed = readUsed;
- newUsed = best > oldUsed ? best : oldUsed;
- readUsed = Interlocked.CompareExchange(ref m_used, newUsed, oldUsed);
- } while (newUsed != oldUsed);
-
- return AllocatorManager.kErrorNone;
- }
-
- return AllocatorManager.kErrorBufferOverflow;
- }
-
- /// <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>
- /// <returns>0 if successful. Otherwise, returns the error code from the allocator function.</returns>
- public int Try(ref AllocatorManager.Block block)
- {
- if (block.Range.Pointer == IntPtr.Zero)
- {
- // 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;
-
- // Check all the blocks to see if any of them have enough memory
- var last = m_last;
- int error = TryAllocate(ref block, 0, m_last, size, mask);
- if (error == AllocatorManager.kErrorNone)
- {
- return error;
- }
-
- // If that fails, allocate another block that's guaranteed big enough, and allocate from it.
- // Allocate twice as much as last time until it reaches MaxMemoryBlockSize, after that, increase
- // the block size by MaxMemoryBlockSize.
- m_spinner.Acquire();
-
- // After getting the lock, we must try to allocate again, because if many threads waited at
- // the lock, the first one allocates and when it unlocks, it's likely that there's space for the
- // other threads' allocations in the first thread's block.
- error = TryAllocate(ref block, last, m_last, size, mask);
- if (error == AllocatorManager.kErrorNone)
- {
- m_spinner.Release();
- return error;
- }
-
- long bytes;
- if (m_reachMaxBlockSize == 0)
- {
- bytes = m_block[m_last].m_bytes << 1;
- }
- else
- {
- bytes = m_block[m_last].m_bytes + kMaxMemoryBlockSize;
- }
- // if user asks more, skip smaller sizes
- bytes = math.max(bytes, size);
- m_reachMaxBlockSize = (bytes >= kMaxMemoryBlockSize) ? (byte)1 : (byte)0;
- m_block[m_last + 1] = new MemoryBlock(bytes);
- Interlocked.Increment(ref m_last);
- error = TryAllocate(ref block, m_last, m_last, size, mask);
- m_spinner.Release();
- return error;
- }
-
- // To free memory, no-op unless allocator enables individual block to be freed
- if (block.Range.Items == 0)
- {
- if (m_enableBlockFree != 0)
- {
- for (int blockIndex = 0; blockIndex <= m_last; ++blockIndex)
- {
- if (m_block[blockIndex].Contains(block.Range.Pointer))
- {
- Union oldUnion;
- Union readUnion = default;
- readUnion.m_long = Interlocked.Read(ref m_block[blockIndex].m_union.m_long);
- do
- {
- oldUnion = readUnion;
- Union newUnion = readUnion;
- newUnion.m_allocCount--;
- if (newUnion.m_allocCount == 0)
- {
- newUnion.m_current = 0;
- }
- readUnion.m_long = Interlocked.CompareExchange(ref m_block[blockIndex].m_union.m_long, newUnion.m_long, oldUnion.m_long);
- } while (readUnion.m_long != oldUnion.m_long);
- }
- }
- }
- 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>
- /// Check whether this allocator will automatically dispose allocations.
- /// </summary>
- /// <remarks>Allocations made by Rewindable allocator are automatically disposed.</remarks>
- /// <value>Always true</value>
- public bool IsAutoDispose { get { return true; } }
-
- /// <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>
- [GenerateTestsForBurstCompatibility(GenericTypeArguments = new[] { typeof(int) })]
- public NativeArray<T> AllocateNativeArray<T>(int length) where T : unmanaged
- {
- 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);
- 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>
- [GenerateTestsForBurstCompatibility(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_length = 0;
- container.m_ListData->m_capacity = capacity;
- container.m_ListData->Allocator = Allocator.None;
- }
- #if ENABLE_UNITY_COLLECTIONS_CHECKS
- container.m_Safety = CollectionHelper.CreateSafetyHandle(ToAllocator);
- 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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