/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- * * ***** BEGIN LICENSE BLOCK ***** * Version: MPL 1.1/GPL 2.0/LGPL 2.1 * * The contents of this file are subject to the Mozilla Public License Version * 1.1 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ * * Software distributed under the License is distributed on an "AS IS" basis, * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License * for the specific language governing rights and limitations under the * License. * * The Original Code is the JavaScript 2 Prototype. * * The Initial Developer of the Original Code is * Netscape Communications Corporation. * Portions created by the Initial Developer are Copyright (C) 1998 * the Initial Developer. All Rights Reserved. * * Contributor(s): * * Alternatively, the contents of this file may be used under the terms of * either the GNU General Public License Version 2 or later (the "GPL"), or * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"), * in which case the provisions of the GPL or the LGPL are applicable instead * of those above. If you wish to allow use of your version of this file only * under the terms of either the GPL or the LGPL, and not to allow others to * use your version of this file under the terms of the MPL, indicate your * decision by deleting the provisions above and replace them with the notice * and other provisions required by the GPL or the LGPL. If you do not delete * the provisions above, a recipient may use your version of this file under * the terms of any one of the MPL, the GPL or the LGPL. * * ***** END LICENSE BLOCK ***** */ #include #include "mem.h" namespace JS = JavaScript; // // Zones // // #define DEBUG_ZONE to allocate each object in its own malloc block. // This allows tools such as Purify to do bounds checking on all blocks. // Construct a Zone that allocates memory in chunks of the given size. JS::Zone::Zone(size_t blockSize): headers(0), freeBegin(0), freeEnd(0), blockSize(blockSize) { ASSERT(blockSize && !(blockSize & basicAlignment-1)); } // Deallocate the Zone's blocks. void JS::Zone::clear() { Header *h = headers; while (h) { Header *next = h->next; STD::free(h); h = next; } headers = 0; } // Allocate a fully aligned block of the given size. // Throw bad_alloc if out of memory, without corrupting any of the Zone data // structures. void *JS::Zone::newBlock(size_t size) { Header *h = static_cast
(STD::malloc(sizeof(Header) + size)); h->next = headers; headers = h; return h+1; } // Allocate a naturally-aligned object of the given size (in bytes). Throw // bad_alloc if out of memory, without corrupting any of the Zone data structures. void *JS::Zone::allocate(size_t size) { ASSERT(size); // Can't allocate zero-size blocks. #ifdef DEBUG_ZONE return newBlock(size); #else // Round up to natural alignment if necessary size = size + (basicAlignment-1) & -basicAlignment; char *p = freeBegin; size_t freeBytes = toSize_t(freeEnd - p); if (size > freeBytes) { // If freeBytes is at least a quarter of blockSize, allocate a separate block. if (freeBytes<<2 >= blockSize || size >= blockSize) return newBlock(size); p = static_cast(newBlock(blockSize)); freeEnd = p + blockSize; } freeBegin = p + size; return p; #endif } // Same as allocate but does not align size up to basicAlignment. Thus, the // next object allocated in the zone will immediately follow this one if it // falls in the same zone block. // Use this when all objects in the zone have the same size. void *JS::Zone::allocateUnaligned(size_t size) { ASSERT(size); // Can't allocate zero-size blocks. #ifdef DEBUG_ZONE return newBlock(size); #else char *p = freeBegin; size_t freeBytes = toSize_t(freeEnd - p); if (size > freeBytes) { // If freeBytes is at least a quarter of blockSize, allocate a separate block. if (freeBytes<<2 >= blockSize || size >= blockSize) return newBlock(size); p = static_cast(newBlock(blockSize)); freeEnd = p + blockSize; } freeBegin = p + size; return p; #endif } // // Arenas // struct JS::Arena::DestructorEntry: JS::ArenaObject { DestructorEntry *next; // Next destructor registration in linked list void (*destructor)(void *); // Destructor function void *object; // Object on which to call the destructor DestructorEntry (void (*destructor)(void *), void *object) : destructor(destructor), object(object) {} }; // Call the Arena's registered destructors. void JS::Arena::runDestructors() { DestructorEntry *e = destructorEntries; while (e) { e->destructor(e->object); e = e->next; } destructorEntries = 0; } // Ensure that object's destructor is called at the time the arena is // deallocated or cleared. The destructors will be called in reverse order of // being registered. registerDestructor might itself runs out of memory, in // which case it immediately calls object's destructor before throwing // bad_alloc. void JS::Arena::newDestructorEntry(void (*destructor)(void *), void *object) { try { DestructorEntry *e = new(*this) DestructorEntry(destructor, object); e->next = destructorEntries; destructorEntries = e; } catch (...) { destructor(object); throw; } }