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authorReinUsesLisp <reinuseslisp@airmail.cc>2021-02-06 03:11:23 +0100
committerameerj <52414509+ameerj@users.noreply.github.com>2021-07-23 03:51:21 +0200
commit16cb00c521cae6e93ec49d10e15b575b7bc4857e (patch)
tree3b283895510af56fced7e62031c6beda999c0a1c /src/shader_recompiler/object_pool.h
parentshader: Make typed IR (diff)
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Diffstat (limited to '')
-rw-r--r--src/shader_recompiler/object_pool.h89
1 files changed, 89 insertions, 0 deletions
diff --git a/src/shader_recompiler/object_pool.h b/src/shader_recompiler/object_pool.h
new file mode 100644
index 000000000..7c65bbd92
--- /dev/null
+++ b/src/shader_recompiler/object_pool.h
@@ -0,0 +1,89 @@
+// Copyright 2021 yuzu Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <memory>
+#include <type_traits>
+
+namespace Shader {
+
+template <typename T, size_t chunk_size = 8192>
+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();
+ }
+ }
+
+ template <typename... Args>
+ requires std::is_constructible_v<T, Args...> [[nodiscard]] T* Create(Args&&... args) {
+ return std::construct_at(Memory(), std::forward<Args>(args)...);
+ }
+
+ void ReleaseContents() {
+ Chunk* chunk{&root};
+ if (chunk) {
+ const size_t free_objects{chunk->free_objects};
+ if (free_objects == chunk_size) {
+ break;
+ }
+ chunk->free_objects = chunk_size;
+ for (size_t obj_id = free_objects; obj_id < chunk_size; ++obj_id) {
+ chunk->storage[obj_id].object.~T();
+ }
+ chunk = chunk->next.get();
+ }
+ node = &root;
+ }
+
+private:
+ struct NonTrivialDummy {
+ NonTrivialDummy() noexcept {}
+ };
+
+ union Storage {
+ Storage() noexcept {}
+ ~Storage() noexcept {}
+
+ NonTrivialDummy dummy{};
+ T object;
+ };
+
+ struct Chunk {
+ size_t free_objects = chunk_size;
+ std::array<Storage, chunk_size> storage;
+ std::unique_ptr<Chunk> next;
+ };
+
+ [[nodiscard]] T* Memory() {
+ Chunk* const chunk{FreeChunk()};
+ return &chunk->storage[--chunk->free_objects].object;
+ }
+
+ [[nodiscard]] Chunk* FreeChunk() {
+ if (node->free_objects > 0) {
+ return node;
+ }
+ if (node->next) {
+ node = node->next.get();
+ return node;
+ }
+ node->next = std::make_unique<Chunk>();
+ node = node->next.get();
+ return node;
+ }
+
+ Chunk* node{&root};
+ Chunk root;
+};
+
+} // namespace Shader