rogerl%netscape.com 0520444cab Merging in from DIKDIK_BRANCH
git-svn-id: svn://10.0.0.236/trunk@100430 18797224-902f-48f8-a5cc-f745e15eee43
2001-08-06 21:53:33 +00:00

178 lines
5.3 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*-
*
* The contents of this file are subject to the Netscape 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/NPL/
*
* 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 Netscape are
* Copyright (C) 1998 Netscape Communications Corporation. All
* Rights Reserved.
*
* Contributor(s):
*
* Alternatively, the contents of this file may be used under the
* terms of the GNU Public License (the "GPL"), in which case the
* provisions of the GPL are applicable instead of those above.
* If you wish to allow use of your version of this file only
* under the terms of the GPL and not to allow others to use your
* version of this file under the NPL, indicate your decision by
* deleting the provisions above and replace them with the notice
* and other provisions required by the GPL. If you do not delete
* the provisions above, a recipient may use your version of this
* file under either the NPL or the GPL.
*/
#include <memory>
#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<Header *>(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<char *>(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<char *>(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;
}
}