在遊戲的每一幀中都可能會分別和釋放一些內存,如果不特殊處理則這種頻繁的內存分配和釋放會影響遊戲性能。在Troque中採用了臨時內存的方式解決了這個問題。基本原理就是,在遊戲初始化時分配#define TORQUE_FRAME_SIZE 16 << 20,16M(torque3D)的內存,該部分內存專門提供給在臨時變量使用,直到遊戲結束時纔會被釋放。在具體使用時,採用waterMark來標記內存地址及使用量。主要有三個類:
1.FrameAllocator。
該類是最基礎的類,使用時要先獲取分配前的watermark,然後進行內存操作(即調整watermark的值併爲內存賦值),最後別忘了把 watermark設置回原來的值。
2.FrameAllocatorMarker。
該類是對FrameAllocator的封裝。使用起來更方便安全,只需分配,無需預先記住watermark,也無需主動設置回來。
3.FrameTemp。
該類是模板類。使用起來更加方便。初始化內存的單位是按模板類而不是字節。
具體代碼如下:
//-----------------------------------------------------------------------------
// Torque 3D
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _FRAMEALLOCATOR_H_
#define _FRAMEALLOCATOR_H_
#ifndef _PLATFORM_H_
#include "platform/platform.h"
#endif
/// Temporary memory pool for per-frame allocations.
///
/// In the course of rendering a frame, it is often necessary to allocate
/// many small chunks of memory, then free them all in a batch. For instance,
/// say we're allocating storage for some vertex calculations:
///
/// @code
/// // Get FrameAllocator memory...
/// U32 waterMark = FrameAllocator::getWaterMark();
/// F32 * ptr = (F32*)FrameAllocator::alloc(sizeof(F32)*2*targetMesh->vertsPerFrame);
///
/// ... calculations ...
///
/// // Free frameAllocator memory
/// FrameAllocator::setWaterMark(waterMark);
/// @endcode
class FrameAllocator
{
static U8* smBuffer;
static U32 smHighWaterMark;
static U32 smWaterMark;
#ifdef TORQUE_DEBUG
static U32 smMaxFrameAllocation;
#endif
public:
inline static void init(const U32 frameSize);
inline static void destroy();
inline static void* alloc(const U32 allocSize);
inline static void setWaterMark(const U32);
inline static U32 getWaterMark();
inline static U32 getHighWaterMark();
#ifdef TORQUE_DEBUG
static U32 getMaxFrameAllocation() { return smMaxFrameAllocation; }
#endif
};
void FrameAllocator::init(const U32 frameSize)
{
#ifdef FRAMEALLOCATOR_DEBUG_GUARD
AssertISV( false, "FRAMEALLOCATOR_DEBUG_GUARD has been removed because it allows non-contiguous memory allocation by the FrameAllocator, and this is *not* ok." );
#endif
AssertFatal(smBuffer == NULL, "Error, already initialized");
smBuffer = new U8[frameSize];
smWaterMark = 0;
smHighWaterMark = frameSize;
}
void FrameAllocator::destroy()
{
AssertFatal(smBuffer != NULL, "Error, not initialized");
delete [] smBuffer;
smBuffer = NULL;
smWaterMark = 0;
smHighWaterMark = 0;
}
void* FrameAllocator::alloc(const U32 allocSize)
{
U32 _allocSize = allocSize;
AssertFatal(smBuffer != NULL, "Error, no buffer!");
AssertFatal(smWaterMark + _allocSize <= smHighWaterMark, "Error alloc too large, increase frame size!");
// Keep all frame allocator allocations aligned to DWORD boundries on the 360
// Add 3, mask out the lower 3 bits.
smWaterMark = ( smWaterMark + ( TORQUE_BYTE_ALIGNMENT - 1 ) ) & (~( TORQUE_BYTE_ALIGNMENT - 1 ));
// Sanity check.
AssertFatal( !( smWaterMark & ( TORQUE_BYTE_ALIGNMENT - 1 ) ), "Frame allocation is not on a 4-byte boundry." );
U8* p = &smBuffer[smWaterMark];
smWaterMark += _allocSize;
#ifdef TORQUE_DEBUG
if (smWaterMark > smMaxFrameAllocation)
smMaxFrameAllocation = smWaterMark;
#endif
return p;
}
void FrameAllocator::setWaterMark(const U32 waterMark)
{
AssertFatal(waterMark < smHighWaterMark, "Error, invalid waterMark");
smWaterMark = waterMark;
}
U32 FrameAllocator::getWaterMark()
{
return smWaterMark;
}
U32 FrameAllocator::getHighWaterMark()
{
return smHighWaterMark;
}
/// Helper class to deal with FrameAllocator usage.
///
/// The purpose of this class is to make it simpler and more reliable to use the
/// FrameAllocator. Simply use it like this:
///
/// @code
/// FrameAllocatorMarker mem;
///
/// char *buff = (char*)mem.alloc(100);
/// @endcode
///
/// When you leave the scope you defined the FrameAllocatorMarker in, it will
/// automatically restore the watermark on the FrameAllocator. In situations
/// with complex branches, this can be a significant headache remover, as you
/// don't have to remember to reset the FrameAllocator on every posssible branch.
class FrameAllocatorMarker
{
U32 mMarker;
public:
FrameAllocatorMarker()
{
mMarker = FrameAllocator::getWaterMark();
}
~FrameAllocatorMarker()
{
FrameAllocator::setWaterMark(mMarker);
}
void* alloc(const U32 allocSize) const
{
return FrameAllocator::alloc(allocSize);
}
};
/// Class for temporary variables that you want to allocate easily using
/// the FrameAllocator. For example:
/// @code
/// FrameTemp<char> tempStr(32); // NOTE! This parameter is NOT THE SIZE IN BYTES. See constructor docs.
/// dStrcat( tempStr, SomeOtherString );
/// tempStr[2] = 'l';
/// Con::printf( tempStr );
/// Con::printf( "Foo: %s", ~tempStr );
/// @endcode
///
/// This will automatically handle getting and restoring the watermark of the
/// FrameAllocator when it goes out of scope. You should notice the strange
/// operator in front of tempStr on the printf call. This is normally a unary
/// operator for ones-complement, but in this class it will simply return the
/// memory of the allocation. It's the same as doing (const char *)tempStr
/// in the above case. The reason why it is necessary for the second printf
/// and not the first is because the second one is taking a variable arg
/// list and so it isn't getting the cast so that it's cast operator can
/// properly return the memory instead of the FrameTemp object itself.
///
/// @note It is important to note that this object is designed to just be a
/// temporary array of a dynamic size. Some wierdness may occur if you try
/// to perform crazy pointer stuff with it using regular operators on it.
template<class T>
class FrameTemp
{
protected:
U32 mWaterMark;
T *mMemory;
U32 mNumObjectsInMemory;
public:
/// Constructor will store the FrameAllocator watermark and allocate the memory off
/// of the FrameAllocator.
///
/// @note It is important to note that, unlike the FrameAllocatorMarker and the
/// FrameAllocator itself, the argument to allocate is NOT the size in bytes,
/// doing:
/// @code
/// FrameTemp<F64> f64s(5);
/// @endcode
/// Is the same as
/// @code
/// F64 *f64s = new F64[5];
/// @endcode
///
/// @param count The number of objects to allocate
FrameTemp( const U32 count = 1 ) : mNumObjectsInMemory( count )
{
AssertFatal( count > 0, "Allocating a FrameTemp with less than one instance" );
mWaterMark = FrameAllocator::getWaterMark();
mMemory = reinterpret_cast<T *>( FrameAllocator::alloc( sizeof( T ) * count ) );
for( int i = 0; i < mNumObjectsInMemory; i++ )
constructInPlace<T>( &mMemory[i] );
}
/// Destructor restores the watermark
~FrameTemp()
{
// Call destructor
for( int i = 0; i < mNumObjectsInMemory; i++ )
destructInPlace<T>( &mMemory[i] );
FrameAllocator::setWaterMark( mWaterMark );
}
/// NOTE: This will return the memory, NOT perform a ones-complement
T* operator ~() { return mMemory; };
/// NOTE: This will return the memory, NOT perform a ones-complement
const T* operator ~() const { return mMemory; };
/// NOTE: This will dereference the memory, NOT do standard unary plus behavior
T& operator +() { return *mMemory; };
/// NOTE: This will dereference the memory, NOT do standard unary plus behavior
const T& operator +() const { return *mMemory; };
T& operator *() { return *mMemory; };
const T& operator *() const { return *mMemory; };
T** operator &() { return &mMemory; };
const T** operator &() const { return &mMemory; };
operator T*() { return mMemory; }
operator const T*() const { return mMemory; }
operator T&() { return *mMemory; }
operator const T&() const { return *mMemory; }
operator T() { return *mMemory; }
operator const T() const { return *mMemory; }
T& operator []( U32 i ) { return mMemory[ i ]; }
const T& operator []( U32 i ) const { return mMemory[ i ]; }
T& operator []( S32 i ) { return mMemory[ i ]; }
const T& operator []( S32 i ) const { return mMemory[ i ]; }
/// @name Vector-like Interface
/// @{
T *address() const { return mMemory; }
dsize_t size() const { return mNumObjectsInMemory; }
/// @}
};
//-----------------------------------------------------------------------------
// FrameTemp specializations for types with no constructor/destructor
#define FRAME_TEMP_NC_SPEC(type) /
template<> /
inline FrameTemp<type>::FrameTemp( const U32 count ) /
{ /
AssertFatal( count > 0, "Allocating a FrameTemp with less than one instance" ); /
mWaterMark = FrameAllocator::getWaterMark(); /
mMemory = reinterpret_cast<type *>( FrameAllocator::alloc( sizeof( type ) * count ) ); /
} /
template<>/
inline FrameTemp<type>::~FrameTemp() /
{ /
FrameAllocator::setWaterMark( mWaterMark ); /
} /
FRAME_TEMP_NC_SPEC(char);
FRAME_TEMP_NC_SPEC(float);
FRAME_TEMP_NC_SPEC(double);
FRAME_TEMP_NC_SPEC(bool);
FRAME_TEMP_NC_SPEC(int);
FRAME_TEMP_NC_SPEC(short);
FRAME_TEMP_NC_SPEC(unsigned char);
FRAME_TEMP_NC_SPEC(unsigned int);
FRAME_TEMP_NC_SPEC(unsigned short);
#undef FRAME_TEMP_NC_SPEC
//-----------------------------------------------------------------------------
#endif // _H_FRAMEALLOCATOR_