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stgsharp/StgSharp.Common/HighPerformance/Memory/HLSFAllocator.Alloc.cs
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2025-11-27 20:13:09 +08:00

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12 KiB
C#

//-----------------------------------------------------------------------
// -----------------------------------------------------------------------
// 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<nuint>(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);
}
/// <summary>
/// Try to allocate a new 16MB block when all buckets are empty
/// </summary>
/// <param name="handle">
/// Output handle to the allocated Entry
/// </param>
/// <returns>
/// True if allocation succeeded
/// </returns>
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;
}
/// <summary>
/// Helper method for allocation - converts BucketNode to Entry
/// </summary>
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;
}
}
}