// Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef CM_POOL_H #define CM_POOL_H #include "foundation/PxSort.h" #include "foundation/PxMutex.h" #include "foundation/PxBasicTemplates.h" #include "foundation/PxBitMap.h" namespace physx { namespace Cm { /*! Allocator for pools of data structures Also decodes indices (which can be computed from handles) into objects. To make this faster, the EltsPerSlab must be a power of two */ template class PoolList : public PxAllocatorTraits::Type { typedef typename PxAllocatorTraits::Type Alloc; PX_NOCOPY(PoolList) public: PX_INLINE PoolList(const Alloc& alloc, PxU32 eltsPerSlab) : Alloc(alloc), mEltsPerSlab(eltsPerSlab), mSlabCount(0), mFreeList(0), mFreeCount(0), mSlabs(NULL) { PX_ASSERT(mEltsPerSlab>0); PX_ASSERT((mEltsPerSlab & (mEltsPerSlab-1)) == 0); mLog2EltsPerSlab = 0; for(mLog2EltsPerSlab=0; mEltsPerSlab!=PxU32(1< mFreeCount ? nbRequired - mFreeCount : 0; PxU32 nbElements = nbRequired - nbToAllocate; PxMemCopy(elements, mFreeList + (mFreeCount - nbElements), sizeof(T*) * nbElements); //PxU32 originalFreeCount = mFreeCount; mFreeCount -= nbElements; if (nbToAllocate) { PX_ASSERT(mFreeCount == 0); PxU32 nbSlabs = (nbToAllocate + mEltsPerSlab - 1) / mEltsPerSlab; //The number of slabs we need to allocate... //allocate our slabs... PxU32 freeCount = mFreeCount; for (PxU32 i = 0; i < nbSlabs; ++i) { //KS - would be great to allocate this using a single allocation but it will make releasing slabs fail later :( T * mAddr = reinterpret_cast(Alloc::allocate(mEltsPerSlab * sizeof(T), PX_FL)); if (!mAddr) return nbElements; //Allocation failed so only return the set of elements we could allocate from the free list PxU32 newSlabCount = mSlabCount+1; // Make sure the usage bitmap is up-to-size if (mUseBitmap.size() < newSlabCount*mEltsPerSlab) { mUseBitmap.resize(2 * newSlabCount*mEltsPerSlab); //set last element as not used if (mFreeList) Alloc::deallocate(mFreeList); mFreeList = reinterpret_cast(Alloc::allocate(2 * newSlabCount * mEltsPerSlab * sizeof(T*), PX_FL)); T** slabs = reinterpret_cast(Alloc::allocate(2* newSlabCount *sizeof(T*), PX_FL)); if (mSlabs) { PxMemCopy(slabs, mSlabs, sizeof(T*)*mSlabCount); Alloc::deallocate(mSlabs); } mSlabs = slabs; } mSlabs[mSlabCount++] = mAddr; PxU32 baseIndex = (mSlabCount-1) * mEltsPerSlab; //Now add all these to the mFreeList and elements... PxI32 idx = PxI32(mEltsPerSlab - 1); for (; idx >= PxI32(nbToAllocate); --idx) { mFreeList[freeCount++] = PX_PLACEMENT_NEW(mAddr + idx, T(baseIndex + idx)); } PxU32 origElements = nbElements; T** writeIdx = elements + nbElements; for (; idx >= 0; --idx) { writeIdx[idx] = PX_PLACEMENT_NEW(mAddr + idx, T(baseIndex + idx)); nbElements++; } nbToAllocate -= (nbElements - origElements); } mFreeCount = freeCount; } PX_ASSERT(nbElements == nbRequired); for (PxU32 a = 0; a < nbElements; ++a) { mUseBitmap.set(elements[a]->getIndex()); } return nbRequired; } // TODO: would be nice to add templated construct/destroy methods like ObjectPool PX_INLINE T* get() { if(mFreeCount == 0 && !extend()) return 0; T* element = mFreeList[--mFreeCount]; mUseBitmap.set(element->getIndex()); return element; } PX_INLINE void put(T* element) { PxU32 i = element->getIndex(); mUseBitmap.reset(i); mFreeList[mFreeCount++] = element; } /* WARNING: Unlike findByIndexFast below, this method is NOT safe to use if another thread is concurrently updating the pool (e.g. through put/get/extend/getIterator), since the safety boundedTest uses mSlabCount and mUseBitmap. */ PX_FORCE_INLINE T* findByIndex(PxU32 index) const { if(index>=mSlabCount*mEltsPerSlab || !(mUseBitmap.boundedTest(index))) return 0; return mSlabs[index>>mLog2EltsPerSlab] + (index&(mEltsPerSlab-1)); } /* This call is safe to do while other threads update the pool. */ PX_FORCE_INLINE T* findByIndexFast(PxU32 index) const { return mSlabs[index>>mLog2EltsPerSlab] + (index&(mEltsPerSlab-1)); } bool extend() { T * mAddr = reinterpret_cast(Alloc::allocate(mEltsPerSlab * sizeof(T), PX_FL)); if(!mAddr) return false; PxU32 newSlabCount = mSlabCount+1; // Make sure the usage bitmap is up-to-size if(mUseBitmap.size() < newSlabCount*mEltsPerSlab) { mUseBitmap.resize(2* newSlabCount*mEltsPerSlab); //set last element as not used if(mFreeList) Alloc::deallocate(mFreeList); mFreeList = reinterpret_cast(Alloc::allocate(2* newSlabCount * mEltsPerSlab * sizeof(T*), PX_FL)); T** slabs = reinterpret_cast(Alloc::allocate(2 * newSlabCount * sizeof(T*), PX_FL)); if (mSlabs) { PxMemCopy(slabs, mSlabs, sizeof(T*)*mSlabCount); Alloc::deallocate(mSlabs); } mSlabs = slabs; } mSlabs[mSlabCount++] = mAddr; // Add to free list in descending order so that lowest indices get allocated first - // the FW context code currently *relies* on this behavior to grab the zero-index volume // which can't be allocated to the user. TODO: fix this PxU32 baseIndex = (mSlabCount-1) * mEltsPerSlab; PxU32 freeCount = mFreeCount; for(PxI32 i=PxI32(mEltsPerSlab-1);i>=0;i--) mFreeList[freeCount++] = PX_PLACEMENT_NEW(mAddr+i, T(baseIndex+ i)); mFreeCount = freeCount; return true; } PX_INLINE PxU32 getMaxUsedIndex() const { return mUseBitmap.findLast(); } PX_INLINE PxBitMap::Iterator getIterator() const { return PxBitMap::Iterator(mUseBitmap); } private: const PxU32 mEltsPerSlab; PxU32 mSlabCount; PxU32 mLog2EltsPerSlab; T** mFreeList; PxU32 mFreeCount; T** mSlabs; PxBitMap mUseBitmap; }; } } #endif