shader: Improve object pool
This commit is contained in:
parent
1c0b8bca5e
commit
d5d468cf2c
3 changed files with 66 additions and 50 deletions
|
@ -10,19 +10,11 @@
|
|||
|
||||
namespace Shader {
|
||||
|
||||
template <typename T, size_t chunk_size = 8192>
|
||||
template <typename T>
|
||||
requires std::is_destructible_v<T> class ObjectPool {
|
||||
public:
|
||||
~ObjectPool() {
|
||||
std::unique_ptr<Chunk> tree_owner;
|
||||
Chunk* chunk{&root};
|
||||
while (chunk) {
|
||||
for (size_t obj_id = chunk->free_objects; obj_id < chunk_size; ++obj_id) {
|
||||
chunk->storage[obj_id].object.~T();
|
||||
}
|
||||
tree_owner = std::move(chunk->next);
|
||||
chunk = tree_owner.get();
|
||||
}
|
||||
explicit ObjectPool(size_t chunk_size = 8192) : new_chunk_size{chunk_size} {
|
||||
node = &chunks.emplace_back(new_chunk_size);
|
||||
}
|
||||
|
||||
template <typename... Args>
|
||||
|
@ -31,17 +23,21 @@ public:
|
|||
}
|
||||
|
||||
void ReleaseContents() {
|
||||
Chunk* chunk{&root};
|
||||
while (chunk) {
|
||||
if (chunk->free_objects == chunk_size) {
|
||||
break;
|
||||
}
|
||||
for (; chunk->free_objects < chunk_size; ++chunk->free_objects) {
|
||||
chunk->storage[chunk->free_objects].object.~T();
|
||||
}
|
||||
chunk = chunk->next.get();
|
||||
if (chunks.empty()) {
|
||||
return;
|
||||
}
|
||||
Chunk& root{chunks.front()};
|
||||
if (root.used_objects == root.num_objects) {
|
||||
// Root chunk has been filled, squash allocations into it
|
||||
const size_t total_objects{root.num_objects + new_chunk_size * (chunks.size() - 1)};
|
||||
chunks.clear();
|
||||
chunks.emplace_back(total_objects);
|
||||
chunks.shrink_to_fit();
|
||||
} else {
|
||||
root.Release();
|
||||
chunks.resize(1);
|
||||
chunks.shrink_to_fit();
|
||||
}
|
||||
node = &root;
|
||||
}
|
||||
|
||||
private:
|
||||
|
@ -58,31 +54,51 @@ private:
|
|||
};
|
||||
|
||||
struct Chunk {
|
||||
size_t free_objects = chunk_size;
|
||||
std::array<Storage, chunk_size> storage;
|
||||
std::unique_ptr<Chunk> next;
|
||||
explicit Chunk() = default;
|
||||
explicit Chunk(size_t size)
|
||||
: num_objects{size}, storage{std::make_unique<Storage[]>(size)} {}
|
||||
|
||||
Chunk& operator=(Chunk&& rhs) noexcept {
|
||||
Release();
|
||||
used_objects = std::exchange(rhs.used_objects, 0);
|
||||
num_objects = std::exchange(rhs.num_objects, 0);
|
||||
storage = std::move(rhs.storage);
|
||||
}
|
||||
|
||||
Chunk(Chunk&& rhs) noexcept
|
||||
: used_objects{std::exchange(rhs.used_objects, 0)},
|
||||
num_objects{std::exchange(rhs.num_objects, 0)}, storage{std::move(rhs.storage)} {}
|
||||
|
||||
~Chunk() {
|
||||
Release();
|
||||
}
|
||||
|
||||
void Release() {
|
||||
std::destroy_n(storage.get(), used_objects);
|
||||
used_objects = 0;
|
||||
}
|
||||
|
||||
size_t used_objects{};
|
||||
size_t num_objects{};
|
||||
std::unique_ptr<Storage[]> storage;
|
||||
};
|
||||
|
||||
[[nodiscard]] T* Memory() {
|
||||
Chunk* const chunk{FreeChunk()};
|
||||
return &chunk->storage[--chunk->free_objects].object;
|
||||
return &chunk->storage[chunk->used_objects++].object;
|
||||
}
|
||||
|
||||
[[nodiscard]] Chunk* FreeChunk() {
|
||||
if (node->free_objects > 0) {
|
||||
if (node->used_objects != node->num_objects) {
|
||||
return node;
|
||||
}
|
||||
if (node->next) {
|
||||
node = node->next.get();
|
||||
return node;
|
||||
}
|
||||
node->next = std::make_unique<Chunk>();
|
||||
node = node->next.get();
|
||||
node = &chunks.emplace_back(new_chunk_size);
|
||||
return node;
|
||||
}
|
||||
|
||||
Chunk* node{&root};
|
||||
Chunk root;
|
||||
Chunk* node{};
|
||||
std::vector<Chunk> chunks;
|
||||
size_t new_chunk_size{};
|
||||
};
|
||||
|
||||
} // namespace Shader
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue