scummvm/sword2/memory.cpp
Torbjörn Andersson 4fad04846a Changed to use #include "bs2/..." and removed the inclusion of standard C
headers. Most (all?) of the ones we need should probably come from stdafx.h
instead.

svn-id: r10588
2003-10-04 08:07:03 +00:00

554 lines
16 KiB
C++

/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
// FIXME: We should investigate which problem all this memory managing stuff
// is trying to solve. I'm not convinced that it's really needed.
// memory manager
// - "remember, it's not good to leave memory locked for a moment longer
// than necessary" Tony
// - "actually, in a sequential system theoretically you never need to lock
// any memory!" Chris ;)
//
// This is a very simple implementation but I see little advantage to being
// any cleverer with the coding - i could have put the mem blocks before the
// defined blocks instead of in an array and then used pointers to
// child/parent blocks. But why bother? I've Kept it simple. When it needs
// updating or customising it will be accessable to anyone who looks at it.
//
// Doesn't have a purgeable/age consituant yet - if anyone wants this then
// I'll add it in.
// MemMan v1.1
#include "stdafx.h"
#include "bs2/driver/driver96.h"
#include "bs2/debug.h"
#include "bs2/memory.h"
#include "bs2/resman.h"
namespace Sword2 {
MemoryManager memory;
#define MEMORY_POOL (1024 * 12000)
// #define MEMDEBUG 1
void MemoryManager::exit(void) {
free(_freeMemman);
}
void MemoryManager::init(void) {
uint32 j;
uint8 *memory_base;
_suggestedStart = 0;
_totalFreeMemory = MEMORY_POOL;
// malloc memory and adjust for long boundaries
memory_base = (uint8 *) malloc(_totalFreeMemory);
if (!memory_base) { //could not grab the memory
error("Init_memory_manager() couldn't malloc %d bytes", _totalFreeMemory);
}
// the original malloc address
_freeMemman = memory_base;
// set all but first handle to unused
for (j = 1; j < MAX_mem_blocks; j++)
_memList[j].state = MEM_null;
// total used (free, locked or floating)
_totalBlocks = 1;
_memList[0].ad = memory_base;
_memList[0].state = MEM_free;
_memList[0].age = 0;
_memList[0].size = _totalFreeMemory;
_memList[0].parent = -1; // we are base - for now
_memList[0].child = -1; // we are the end as well
_memList[0].uid = UID_memman; // init id
_baseMemBlock = 0; // for now
}
mem *MemoryManager::lowLevelAlloc(uint32 size, uint32 type, uint32 unique_id) {
// allocate a block of memory - locked or float
// returns 0 if fails to allocate the memory
// or a pointer to a mem structure
int32 nu_block;
uint32 spawn = 0;
uint32 slack;
// we must first round the size UP to a dword, so subsequent blocks
// will start dword alligned
size += 3; // move up
size &= 0xfffffffc; // and back down to boundary
// find a free block large enough
// the defragger returns when its made a big enough block. This is
// a good time to defrag as we're probably not doing anything super
// time-critical at the moment
if ((nu_block = defragMemory(size)) == -1) {
// error - couldn't find a big enough space
return 0;
}
// an exact fit?
if (_memList[nu_block].size == size) {
// no new block is required as the fit is perfect
_memList[nu_block].state = type; // locked or float
_memList[nu_block].size = size; // set to the required size
_memList[nu_block].uid = unique_id; // an identifier
#ifdef MEMDEBUG
debugMemory();
#endif
return &_memList[nu_block];
}
// nu_block is the free block to split, forming our locked/float block
// with a new free block in any remaining space
// If our child is free then is can expand downwards to eat up our
// chopped space this is good because it doesn't create an extra block
// so keeping the block count down.
//
// Why? Imagine you Talloc 1000k, then free it. Now keep allocating 10
// bytes less and freeing again you end up with thousands of new free
// mini blocks. This way avoids that as the free child keeps growing
// downwards.
if (_memList[nu_block].child != -1 && _memList[_memList[nu_block].child].state == MEM_free) {
// our child is free
// the spare memory is the blocks current size minus the
// amount we're taking
slack = _memList[nu_block].size - size;
_memList[nu_block].state = type; // locked or float
_memList[nu_block].size = size; // set to the required size
_memList[nu_block].uid = unique_id; // an identifier
// child starts after us
_memList[_memList[nu_block].child].ad = _memList[nu_block].ad + size;
// child's size increases
_memList[_memList[nu_block].child].size += slack;
return &_memList[nu_block];
}
// otherwise we spawn a new block after us and before our child - our
// child being a proper block that we cannot change
// we remain a child of our parent
// we spawn a new child and it inherits our current child
// find a NULL slot for a new block
while (_memList[spawn].state != MEM_null && spawn!=MAX_mem_blocks)
spawn++;
if (spawn == MAX_mem_blocks) {
// run out of blocks - stop the program. this is a major blow
// up and we need to alert the developer
// Lets get a printout of this
debugMemory();
error("Out of mem blocks in Talloc()");
}
_memList[spawn].state = MEM_free; // new block is free
_memList[spawn].uid = UID_memman; // a memman created bloc
// size of the existing parent free block minus the size of the new
// space Talloc'ed.
_memList[spawn].size = _memList[nu_block].size - size;
// IOW the remaining memory is given to the new free block
// we start 1 byte after the newly allocated block
_memList[spawn].ad = _memList[nu_block].ad + size;
// the spawned child gets it parent - the newly allocated block
_memList[spawn].parent = nu_block;
// the new child inherits the parents old child (we are its new
// child "Waaaa")
_memList[spawn].child = _memList[nu_block].child;
// is the spawn the end block?
if (_memList[spawn].child != -1) {
// the child of the new free-spawn needs to know its new parent
_memList[_memList[spawn].child].parent = spawn;
}
_memList[nu_block].state = type; // locked or float
_memList[nu_block].size = size; // set to the required size
_memList[nu_block].uid = unique_id; // an identifier
// the new blocks new child is the newly formed free block
_memList[nu_block].child = spawn;
//we've brought a new block into the world. Ahhh!
_totalBlocks++;
#ifdef MEMDEBUG
debugMemory();
#endif
return &_memList[nu_block];
}
void MemoryManager::freeMemory(mem *block) {
// kill a block of memory - which was presumably floating or locked
// once you've done this the memory may be recycled
block->state = MEM_free;
block->uid = UID_memman; // belongs to the memory manager again
#ifdef MEMDEBUG
debugMemory();
#endif
}
void MemoryManager::floatMemory(mem *block) {
// set a block to float
// wont be trashed but will move around in memory
block->state = MEM_float;
#ifdef MEMDEBUG
debugMemory();
#endif
}
void MemoryManager::lockMemory(mem *block) {
// set a block to lock
// wont be moved - don't lock memory for any longer than necessary
// unless you know the locked memory is at the bottom of the heap
// can't move now - this block is now crying out to be floated or
// free'd again
block->state = MEM_locked;
#ifdef MEMDEBUG
debugMemory();
#endif
}
int32 MemoryManager::defragMemory(uint32 req_size) {
// moves floating blocks down and/or merges free blocks until a large
// enough space is found or there is nothing left to do and a big
// enough block cannot be found we stop when we find/create a large
// enough block - this is enough defragging.
int32 cur_block; // block 0 remains the parent block
int32 original_parent,child, end_child;
uint32 j;
uint32 *a;
uint32 *b;
// cur_block = _baseMemBlock; //the mother of all parents
cur_block = _suggestedStart;
do {
// is current block a free block?
if (_memList[cur_block].state == MEM_free) {
if (_memList[cur_block].size >= req_size) {
// this block is big enough - return its id
return cur_block;
}
// the child is the end block - stop if the next block
// along is the end block
if (_memList[cur_block].child == -1) {
// no luck, couldn't find a big enough block
return -1;
}
// current free block is too small, but if its child
// is *also* free then merge the two together
if (_memList[_memList[cur_block].child].state == MEM_free) {
// ok, we nuke the child and inherit its child
child = _memList[cur_block].child;
// our size grows by the size of our child
_memList[cur_block].size += _memList[child].size;
// our new child is our old childs, child
_memList[cur_block].child = _memList[child].child;
// not if the chld we're nuking is the end
// child (it has no child)
if (_memList[child].child != -1) {
// the (nuked) old childs childs
// parent is now us
_memList[_memList[child].child].parent = cur_block;
}
// clean up the nuked child, so it can be used
// again
_memList[child].state = MEM_null;
_totalBlocks--;
} else if (_memList[_memList[cur_block].child].state == MEM_float) {
// current free block is too small, but if its
// child is a float then we move the floating
// memory block down and the free up but,
// parent/child relationships must be such
// that the memory is all continuous between
// blocks. ie. a childs memory always begins 1
// byte after its parent finishes. However, the
// positions in the memory list may become
// truly random, but, any particular block of
// locked or floating memory must retain its
// position within the _memList - the float
// stays a float because the handle/pointer
// has been passed back
//
// what this means is that when the physical
// memory of the foat moves down (and the free
// up) the child becomes the parent and the
// parent the child but, remember, the parent
// had a parent and the child another child -
// these swap over too as the parent/child swap
// takes place - phew.
// our child is currently floating
child = _memList[cur_block].child;
// move the higher float down over the free
// block
// memcpy(_memList[cur_block].ad, _memList[child].ad, _memList[child].size);
a = (uint32*) _memList[cur_block].ad;
b = (uint32*) _memList[child].ad;
for (j = 0; j < _memList[child].size / 4; j++)
*(a++) = *(b++);
// both *ad's change
// the float is now where the free was and the
// free goes up by the size of the float
// (which has come down)
_memList[child].ad = _memList[cur_block].ad;
_memList[cur_block].ad += _memList[child].size;
// the status of the _memList blocks must
// remain the same, so...
// our child gets this when we become its
// child and it our parent
original_parent = _memList[cur_block].parent;
// the free's child becomes its parent
_memList[cur_block].parent = child;
// the new child inherits its previous childs
// child
_memList[cur_block].child = _memList[child].child;
// save this - see next line
end_child = _memList[child].child;
// the floats parent becomes its child
_memList[child].child = cur_block;
_memList[child].parent = original_parent;
// if the child had a child
if (end_child != -1) {
// then its parent is now the new child
_memList[end_child].parent = cur_block;
}
// if the base block was the true base parent
if (original_parent == -1) {
// then the child that has moved down
// becomes the base block as it sits
// at the lowest possible memory
// location
_baseMemBlock = child;
} else {
// otherwise the parent of the current
// free block - that is now the child
// - gets a new child, that child
// being previously the child of the
// child of the original parent
_memList[original_parent].child = child;
}
} else { // if (_memList[_memList[cur_block].child].state == MEM_lock)
// the child of current is locked - move to it
// move to next one along - either locked or
// END
cur_block=_memList[cur_block].child;
}
} else {
// move to next one along, the current must be
// floating, locked, or a NULL slot
cur_block = _memList[cur_block].child;
}
} while (cur_block != -1); // while the block we've just done is not the final block
return -1; //no luck, couldn't find a big enough block
}
void MemoryManager::debugMemory(void) {
// gets called with lowLevelAlloc, Mem_free, Mem_lock & Mem_float if
// MEMDEBUG has been #defined otherwise can be called at any time
// anywhere else
int j;
char inf[][20] = {
{ "MEM_null" },
{ "MEM_free" },
{ "MEM_locked" },
{ "MEM_float" }
};
debug(5, "base %d total %d", _baseMemBlock, _totalBlocks);
// first in mem list order
for (j = 0; j < MAX_mem_blocks; j++) {
if (_memList[j].state == MEM_null)
debug(5, "%d- NULL", j);
else
debug(5, "%d- state %s, ad %d, size %d, p %d, c %d, id %d",
j, inf[_memList[j].state], _memList[j].ad,
_memList[j].size, _memList[j].parent,
_memList[j].child, _memList[j].uid);
}
// now in child/parent order
j = _baseMemBlock;
do {
debug(5, " %d- state %s, ad %d, size %d, p %d, c %d", j,
inf[_memList[j].state], _memList[j].ad,
_memList[j].size, _memList[j].parent,
_memList[j].child, _memList[j].uid);
j = _memList[j].child;
} while (j != -1);
}
mem *MemoryManager::allocMemory(uint32 size, uint32 type, uint32 unique_id) {
// the high level allocator
// can ask the resman to remove old resources to make space - will
// either do it or halt the system
mem *membloc;
int j;
uint32 free = 0;
while (virtualDefrag(size)) {
// trash the oldest closed resource
if (!res_man.helpTheAgedOut()) {
error("alloc ran out of memory: size=%d type=%d unique_id=%d", size, type, unique_id);
}
}
membloc = lowLevelAlloc(size, type, unique_id);
if (membloc == 0) {
error("lowLevelAlloc failed to get memory virtualDefrag said was there");
}
j = _baseMemBlock;
do {
if (_memList[j].state == MEM_free)
free += _memList[j].size;
j = _memList[j].child;
} while (j != -1);
// return the pointer to the memory
return membloc;
}
// Maximum allowed wasted memory.
#define MAX_WASTAGE 51200
int32 MemoryManager::virtualDefrag(uint32 size) {
// Virutually defrags memory...
//
// Used to determine if there is potentially are large enough free
// block available is the real defragger was allowed to run.
//
// The idea being that alloc will call this and help_the_aged_out
// until we indicate that it is possible to obtain a large enough
// free block. This way the defragger need only run once to yield the
// required block size.
//
// The reason for its current slowness is that the defragger is
// potentially called several times, each time shifting upto 20Megs
// around, to obtain the required free block.
int32 cur_block;
uint32 currentBubbleSize = 0;
cur_block = _baseMemBlock;
_suggestedStart = _baseMemBlock;
do {
if (_memList[cur_block].state == MEM_free) {
// Add a little intelligence. At the start the oldest
// resources are at the bottom of the tube. However
// there will be some air at the top. Thus bubbles
// will be created at the bottom and float to the
// top. If we ignore the top gap then a large enough
// bubble will form lower down the tube. Thus less
// memory will need to be shifted.
if (_memList[cur_block].child != -1)
currentBubbleSize += _memList[cur_block].size;
else if (_memList[cur_block].size > MAX_WASTAGE)
currentBubbleSize += _memList[cur_block].size;
if (currentBubbleSize >= size)
return 0;
} else if (_memList[cur_block].state == MEM_locked) {
currentBubbleSize = 0;
// Any free block of the correct size will be above
// this locked block.
_suggestedStart = _memList[cur_block].child;
}
cur_block = _memList[cur_block].child;
} while (cur_block != -1);
return 1;
}
} // End of namespace Sword2