コード例 #1
0
    // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    // Returns the specified object to the pool.
    void ReturnObject(void* address)	{
        // Acquire the lock. Will be automatically released by the destructor.
        SpinLock lock(&lock_);
        BlockHeader* block;
        unsigned int objectOffset;

        // It's not needed to search for the corresponding block, 
        // because it can be obtained from the address by mapping 
        // some of the first bits (depending on blockSize_).
#ifdef PLATFORM_32
        objectOffset = (unsigned int)address % blockSize_;
        block = reinterpret_cast<BlockHeader*>((unsigned int)address - objectOffset);
#else
        objectOffset = (unsigned int)((unsigned __int64)address % blockSize_);
        block = reinterpret_cast<BlockHeader*>((unsigned __int64)address - objectOffset);
#endif
        ReturnObjectToBlock(block, objectOffset);

        if(block != First()) {
            // Keep at least 'cacheSize_' blocks in the list.
            if((block->FreeObjects == MaxObjectNumber()) && 
               (Count() > cacheSize_) && 
               (static_cast<BlockHeader*>(First())->FreeObjects > 0)) {
                // This block can be returned to the OS.
                Remove(block);
                DeallocateBlock(block);
            }
            else {
                // Bring the block to the front of the list. This preserves 
                // the property that if the first block has no free objects, 
                // all the other ones don't have free objects either.
                MakeBlockActive(block);
            }
        }
    }
コード例 #2
0
    ~ObjectPool() {
        // Acquire the lock. Will be automatically released by the destructor.
        SpinLock lock(&lock_);

        while(Count() > 0) {
            RemoveFirst();
            DeallocateBlock(static_cast<BlockHeader*>(First()));
        }
    }	
コード例 #3
0
void FIndirectLightingCache::ReleasePrimitive(FPrimitiveComponentId PrimitiveId)
{
	FIndirectLightingCacheAllocation* PrimitiveAllocation;

	if (PrimitiveAllocations.RemoveAndCopyValue(PrimitiveId, PrimitiveAllocation))
	{
		check(PrimitiveAllocation);

		if (PrimitiveAllocation->IsValid())
		{
			DeallocateBlock(PrimitiveAllocation->MinTexel, PrimitiveAllocation->AllocationTexelSize);
		}

		delete PrimitiveAllocation;
	}
}
コード例 #4
0
void FD3D12BuddyAllocator::DeallocateBlock(uint32 offset, uint32 order)
{
	// See if the buddy block is free  
	uint32 size = OrderToUnitSize(order);

	uint32 buddy = GetBuddyOffset(offset, size);

	uint32* it = FreeBlocks[order].Find(buddy);

	if (it != nullptr)
	{
		// Deallocate merged blocks
		DeallocateBlock(FMath::Min(offset, buddy), order + 1);
		// Remove the buddy from the free list  
		FreeBlocks[order].Remove(*it);
	}
	else
	{
		// Add the block to the free list
		FreeBlocks[order].Add(offset);
	}
}