godot/core/pooled_list.h
Rémi Verschelde 1426cd3b3a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:26:54 +01:00

209 lines
7.4 KiB
C++

/**************************************************************************/
/* pooled_list.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
// Simple template to provide a pool with O(1) allocate and free.
// The freelist could alternatively be a linked list placed within the unused elements
// to use less memory, however a separate freelist is probably more cache friendly.
// NOTE : Take great care when using this with non POD types. The construction and destruction
// is done in the LocalVector, NOT as part of the pool. So requesting a new item does not guarantee
// a constructor is run, and free does not guarantee a destructor.
// You should generally handle clearing
// an item explicitly after a request, as it may contain 'leftovers'.
// This is by design for fastest use in the BVH. If you want a more general pool
// that does call constructors / destructors on request / free, this should probably be
// a separate template.
// The zero_on_first_request feature is optional and is useful for e.g. pools of handles,
// which may use a ref count which we want to be initialized to zero the first time a handle is created,
// but left alone on subsequent allocations (as will typically be incremented).
// Note that there is no function to compact the pool - this would
// invalidate any existing pool IDs held externally.
// Compaction can be done but would rely on a more complex method
// of preferentially giving out lower IDs in the freelist first.
#include "core/local_vector.h"
template <class T, class U = uint32_t, bool force_trivial = false, bool zero_on_first_request = false>
class PooledList {
LocalVector<T, U, force_trivial> list;
LocalVector<U, U, true> freelist;
// not all list members are necessarily used
U _used_size;
public:
PooledList() {
_used_size = 0;
}
// Use with care, in most cases you should make sure to
// free all elements first (i.e. _used_size would be zero),
// although it could also be used without this as an optimization
// in some cases.
void clear() {
list.clear();
freelist.clear();
_used_size = 0;
}
uint64_t estimate_memory_use() const {
return ((uint64_t)list.size() * sizeof(T)) + ((uint64_t)freelist.size() * sizeof(U));
}
const T &operator[](U p_index) const {
return list[p_index];
}
T &operator[](U p_index) {
return list[p_index];
}
// To be explicit in a pool there is a distinction
// between the number of elements that are currently
// in use, and the number of elements that have been reserved.
// Using size() would be vague.
U used_size() const { return _used_size; }
U reserved_size() const { return list.size(); }
T *request(U &r_id) {
_used_size++;
if (freelist.size()) {
// pop from freelist
int new_size = freelist.size() - 1;
r_id = freelist[new_size];
freelist.resize(new_size);
return &list[r_id];
}
r_id = list.size();
list.resize(r_id + 1);
static_assert((!zero_on_first_request) || (__is_pod(T)), "zero_on_first_request requires trivial type");
if (zero_on_first_request && __is_pod(T)) {
list[r_id] = {};
}
return &list[r_id];
}
void free(const U &p_id) {
// should not be on free list already
ERR_FAIL_UNSIGNED_INDEX(p_id, list.size());
freelist.push_back(p_id);
ERR_FAIL_COND_MSG(!_used_size, "_used_size has become out of sync, have you double freed an item?");
_used_size--;
}
};
// a pooled list which automatically keeps a list of the active members
template <class T, class U = uint32_t, bool force_trivial = false, bool zero_on_first_request = false>
class TrackedPooledList {
public:
U pool_used_size() const { return _pool.used_size(); }
U pool_reserved_size() const { return _pool.reserved_size(); }
U active_size() const { return _active_list.size(); }
// use with care, see the earlier notes in the PooledList clear()
void clear() {
_pool.clear();
_active_list.clear();
_active_map.clear();
}
U get_active_id(U p_index) const {
return _active_list[p_index];
}
const T &get_active(U p_index) const {
return _pool[get_active_id(p_index)];
}
T &get_active(U p_index) {
return _pool[get_active_id(p_index)];
}
const T &operator[](U p_index) const {
return _pool[p_index];
}
T &operator[](U p_index) {
return _pool[p_index];
}
T *request(U &r_id) {
T *item = _pool.request(r_id);
// add to the active list
U active_list_id = _active_list.size();
_active_list.push_back(r_id);
// expand the active map (this should be in sync with the pool list
if (_pool.used_size() > _active_map.size()) {
_active_map.resize(_pool.used_size());
}
// store in the active map
_active_map[r_id] = active_list_id;
return item;
}
void free(const U &p_id) {
_pool.free(p_id);
// remove from the active list.
U list_id = _active_map[p_id];
// zero the _active map to detect bugs (only in debug?)
_active_map[p_id] = -1;
_active_list.remove_unordered(list_id);
// keep the replacement in sync with the correct list Id
if (list_id < _active_list.size()) {
// which pool id has been replaced in the active list
U replacement_id = _active_list[list_id];
// keep that replacements map up to date with the new position
_active_map[replacement_id] = list_id;
}
}
const LocalVector<U, U> &get_active_list() const { return _active_list; }
private:
PooledList<T, U, force_trivial, zero_on_first_request> _pool;
LocalVector<U, U> _active_map;
LocalVector<U, U> _active_list;
};