//----------------------------------------------------------------------- // ----------------------------------------------------------------------- // file="HLSFAllocator.Alloc" // Project: StgSharp // AuthorGroup: Nitload // Copyright (c) Nitload. All rights reserved. // // 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. // // ----------------------------------------------------------------------- // ----------------------------------------------------------------------- using System; using System.Numerics; using hlsfHandle = StgSharp.HighPerformance.Memory.HybridLayerSegregatedFitAllocationHandle; namespace StgSharp.HighPerformance.Memory { public unsafe partial class HybridLayerSegregatedFitAllocator { public hlsfHandle Alloc(uint size) { ArgumentOutOfRangeException.ThrowIfGreaterThan(size, (nuint)levelSizeArray[^1] * 2); int level = GetLevelFromSize(size); int segmentIndex = DetermineSegmentIndex(size, level); int i = level, s = segmentIndex; Entry* handle; while (!TryPopLevelForAllocation(i, s, out handle)) { if (++s >= 3) { s = 0; i++; } if (i >= levelSizeArray.Length) { if (TryAllocateNew16MBBlock(out handle)) { break; } throw new OverflowException("Out of memory: Unable to allocate new 16MB block or find suitable bucket for allocation."); } } if (handle != null) { int requestedOffset = (segmentIndex + 1) * levelSizeArray[level]; if ((ulong)requestedOffset > handle->Size) { // spare返回的块不足以切出目标大小,避免进入切片导致下溢/越界 throw new OverflowException("Out of memory: insufficient block size returned from spare memory."); } Entry* extra = (Entry*)_entries.Allocate(); extra->Position = handle->Position + (nuint)requestedOffset; extra->Size = handle->Size - (uint)requestedOffset; extra->State = EntryState.Empty; extra->NextNear = handle->NextNear; extra->PreviousNear = handle; extra->NextNear->PreviousNear = extra; extra->PreviousNear->NextNear = extra; SliceMemory(extra); } handle->State = EntryState.Allocated; handle->Level = level; return new hlsfHandle(handle, size); } private void SliceMemory(Entry* e) { Entry* current = e; Entry* next = e->NextNear; ulong originOffset = e->Position - (ulong)m_Buffer; ulong finalOffset = originOffset; ulong end = e->Position + e->Size; ulong endOffset = end - (ulong)m_Buffer; ulong remainSize = e->Size; if (finalOffset >= endOffset || remainSize == 0) { return; } // get level of left edge int minLevel = int.Max((BitOperations.TrailingZeroCount(finalOffset) - 6) / 2, 0); int i = minLevel >= levelSizeArray.Length ? levelSizeArray.Length - 1 : minLevel; for (; i < levelSizeArray.Length; i++) { int levelSize = levelSizeArray[i]; ulong levelLong = (ulong)levelSize; ulong levelUpper = levelLong * 4; // smallest board that is larger than finalOffset ulong board = (finalOffset + levelUpper - 1) / levelUpper * levelUpper; long span = (long)ulong.Min(board, endOffset) - (long)finalOffset; int blockCount = (span <= 0) ? 0 : (int)(span / (long)levelLong); if (blockCount == 0) { continue; } int s = blockCount * levelSize; // create and init new entry Entry* newEntry = (Entry*)_entries.Allocate(); newEntry->State = EntryState.Empty; newEntry->Position = (nuint)m_Buffer + (nuint)finalOffset; newEntry->Size = (uint)s; BucketNode* bucket = (BucketNode*)newEntry->Position; bucket->EntryRef = newEntry; newEntry->Level = i; // link new entry newEntry->PreviousNear = current; newEntry->NextNear = next; current->NextNear = newEntry; next->PreviousNear = newEntry; // set new entry current = newEntry; PushLevel(i, Math.Min(blockCount - 1, 2), bucket); finalOffset += (ulong)s; remainSize -= (ulong)s; if (remainSize <= (ulong)levelSize) { break; } if (remainSize == 0) { return; } } if (i >= 10) { int levelSize = levelSizeArray[^1] * 4; ulong levelLong = (ulong)levelSize; ulong board = endOffset / levelLong * levelLong; long span = (long)board - (long)finalOffset; int blockCount = span > 0 ? (int)(span / (long)levelSize) : 0; if (blockCount > 0) { int s = blockCount * levelSize; Entry* newEntry = (Entry*)_entries.Allocate(); newEntry->State = EntryState.Empty; newEntry->Position = (nuint)((ulong)m_Buffer + finalOffset); newEntry->Size = (uint)s; BucketNode* bucket = (BucketNode*)newEntry->Position; bucket->EntryRef = newEntry; newEntry->Level = 10; // link new entry newEntry->PreviousNear = current; newEntry->NextNear = next; current->NextNear = newEntry; if (next != null) { next->PreviousNear = newEntry; } newEntry->Level = i; PushLevel(i, Math.Min(blockCount - 1, 2), bucket); finalOffset += (ulong)s; remainSize -= (ulong)s; } if (remainSize == 0) { return; } } for (i -= 1; i >= 0; i--) { int levelSize = levelSizeArray[i]; ulong levelLong = (ulong)levelSize; ulong board = endOffset / levelLong * levelLong; long span = (long)board - (long)finalOffset; int blockCount = span > 0 ? (int)(span / levelSize) : 0; if (blockCount <= 0) { continue; } int s = blockCount * levelSize; System.Diagnostics.Debug.Assert(finalOffset + (ulong)s <= endOffset); // create and init new entry Entry* newEntry = (Entry*)_entries.Allocate(); newEntry->State = EntryState.Empty; newEntry->Position = (nuint)((ulong)m_Buffer + finalOffset); newEntry->Size = (uint)s; BucketNode* bucket = (BucketNode*)newEntry->Position; bucket->EntryRef = newEntry; // link new entry newEntry->PreviousNear = current; newEntry->NextNear = next; current->NextNear = newEntry; if (next != null) { next->PreviousNear = newEntry; } newEntry->Level = i; PushLevel(i, Math.Min(blockCount - 1, 2), bucket); // set new entry current = newEntry; // update lock and data finalOffset += (ulong)s; remainSize -= (ulong)s; if (remainSize == 0) { break; } } RemoveFromPositionChain(e); } /// /// Try to allocate a new 16MB block when all buckets are empty /// /// /// Output handle to the allocated Entry /// /// /// True if allocation succeeded /// private bool TryAllocateNew16MBBlock(out Entry* handle) { nuint pos = _spareMemory->Position; nuint bufferEnd = (nuint)m_Buffer + _size; if (pos >= bufferEnd || _spareMemory->Size == 0) { handle = null; return false; // No spare memory available } nuint desired = (nuint)levelSizeArray[^1] * 4; nuint remain = bufferEnd - pos; nuint blockSize = desired <= remain ? desired : remain; if (blockSize == 0) { handle = null; return false; } nuint newPos = pos + blockSize; // Try to allocate new Entry from slab allocator handle = (Entry*)_entries.Allocate(); handle->Position = pos; handle->Size = (uint)blockSize; handle->Level = GetLevelFromSize((uint)blockSize); // Update spare memory position & remaining size _spareMemory->Position = newPos; _spareMemory->Size = (uint)(bufferEnd - newPos); BucketNode* b = (BucketNode*)handle->Position; b->EntryRef = handle; // update position linked list Entry* previous = _spareMemory->PreviousNear; handle->NextNear = _spareMemory; handle->PreviousNear = previous; _spareMemory->PreviousNear = handle; // Replace Volatile.Write with direct access if (previous != null) { previous->NextNear = handle; } else { _positionHead = handle; } return true; } /// /// Helper method for allocation - converts BucketNode to Entry /// private bool TryPopLevelForAllocation(int levelIndex, int sizeIndex, out Entry* entry) { if (TryPopLevel(levelIndex, sizeIndex, out BucketNode* bucketNode)) { entry = bucketNode->EntryRef; return entry != null; } entry = null; return false; } } }