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