2021-02-06 02:11:23 +00:00
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include <type_traits>
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2021-02-06 05:38:22 +00:00
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#include <utility>
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2021-02-06 02:11:23 +00:00
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namespace Shader {
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2021-02-15 03:09:11 +00:00
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template <typename T>
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2021-02-06 02:11:23 +00:00
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requires std::is_destructible_v<T> class ObjectPool {
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public:
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explicit ObjectPool(size_t chunk_size = 8192) : new_chunk_size{chunk_size} {
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node = &chunks.emplace_back(new_chunk_size);
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2021-02-06 02:11:23 +00:00
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}
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template <typename... Args>
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requires std::is_constructible_v<T, Args...> [[nodiscard]] T* Create(Args&&... args) {
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return std::construct_at(Memory(), std::forward<Args>(args)...);
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}
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void ReleaseContents() {
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if (chunks.empty()) {
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return;
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}
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Chunk& root{chunks.front()};
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if (root.used_objects == root.num_objects) {
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// Root chunk has been filled, squash allocations into it
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const size_t total_objects{root.num_objects + new_chunk_size * (chunks.size() - 1)};
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chunks.clear();
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chunks.emplace_back(total_objects);
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chunks.shrink_to_fit();
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} else {
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root.Release();
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chunks.resize(1);
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chunks.shrink_to_fit();
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2021-02-06 02:11:23 +00:00
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}
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}
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private:
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struct NonTrivialDummy {
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NonTrivialDummy() noexcept {}
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};
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union Storage {
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Storage() noexcept {}
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~Storage() noexcept {}
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NonTrivialDummy dummy{};
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T object;
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};
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struct Chunk {
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explicit Chunk() = default;
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explicit Chunk(size_t size)
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: num_objects{size}, storage{std::make_unique<Storage[]>(size)} {}
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Chunk& operator=(Chunk&& rhs) noexcept {
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Release();
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used_objects = std::exchange(rhs.used_objects, 0);
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num_objects = std::exchange(rhs.num_objects, 0);
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storage = std::move(rhs.storage);
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}
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Chunk(Chunk&& rhs) noexcept
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: used_objects{std::exchange(rhs.used_objects, 0)},
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num_objects{std::exchange(rhs.num_objects, 0)}, storage{std::move(rhs.storage)} {}
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~Chunk() {
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Release();
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}
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void Release() {
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std::destroy_n(storage.get(), used_objects);
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used_objects = 0;
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}
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size_t used_objects{};
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size_t num_objects{};
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std::unique_ptr<Storage[]> storage;
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};
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[[nodiscard]] T* Memory() {
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Chunk* const chunk{FreeChunk()};
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return &chunk->storage[chunk->used_objects++].object;
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}
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[[nodiscard]] Chunk* FreeChunk() {
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if (node->used_objects != node->num_objects) {
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return node;
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}
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node = &chunks.emplace_back(new_chunk_size);
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return node;
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}
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Chunk* node{};
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std::vector<Chunk> chunks;
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size_t new_chunk_size{};
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};
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} // namespace Shader
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