Fix render memory alignment issues to prevent crashes on Android
This commit is contained in:
@@ -24,6 +24,11 @@ void ArenaAllocator::Free()
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void* ArenaAllocator::Allocate(uint64 size, uint64 alignment)
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{
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if (size == 0)
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return nullptr;
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if (alignment < PLATFORM_MEMORY_ALIGNMENT)
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alignment = PLATFORM_MEMORY_ALIGNMENT;
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// Find the first page that has some space left
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Page* page = _first;
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while (page && page->Offset + size + alignment > page->Size)
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@@ -79,6 +84,10 @@ void ConcurrentArenaAllocator::Free()
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void* ConcurrentArenaAllocator::Allocate(uint64 size, uint64 alignment)
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{
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if (size == 0)
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return nullptr;
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if (alignment < PLATFORM_MEMORY_ALIGNMENT)
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alignment = PLATFORM_MEMORY_ALIGNMENT;
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RETRY:
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// Check if the current page has some space left
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@@ -120,6 +129,6 @@ RETRY:
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_locker.Unlock();
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// Use a single cde for allocation
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// Use a single code for allocation
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goto RETRY;
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}
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@@ -79,7 +79,6 @@ private:
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int64 Size;
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};
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int32 _pageSize;
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volatile int64 _first = 0;
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volatile int64 _totalBytes = 0;
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void*(*_allocate1)(uint64 size, uint64 alignment) = nullptr;
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@@ -87,19 +86,20 @@ private:
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void*(*_allocate2)(uint64 size) = nullptr;
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void(*_free2)(void* ptr, uint64 size) = nullptr;
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CriticalSection _locker;
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int32 _pageSize;
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public:
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ConcurrentArenaAllocator(int32 pageSizeBytes, void* (*customAllocate)(uint64 size, uint64 alignment), void(*customFree)(void* ptr))
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: _pageSize(pageSizeBytes)
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, _allocate1(customAllocate)
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: _allocate1(customAllocate)
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, _free1(customFree)
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, _pageSize(pageSizeBytes)
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{
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}
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ConcurrentArenaAllocator(int32 pageSizeBytes, void* (*customAllocate)(uint64 size), void(*customFree)(void* ptr, uint64 size))
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: _pageSize(pageSizeBytes)
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, _allocate2(customAllocate)
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: _allocate2(customAllocate)
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, _free2(customFree)
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, _pageSize(pageSizeBytes)
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{
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}
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@@ -120,7 +120,7 @@ public:
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}
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// Allocates a chunk of unitialized memory.
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void* Allocate(uint64 size, uint64 alignment = 1);
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void* Allocate(uint64 size, uint64 alignment = PLATFORM_MEMORY_ALIGNMENT);
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// Frees all memory allocations within allocator.
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void Free();
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@@ -11,14 +11,13 @@
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class CrtAllocator
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{
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public:
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/// <summary>
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/// Allocates memory on a specified alignment boundary.
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/// </summary>
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/// <param name="size">The size of the allocation (in bytes).</param>
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/// <param name="alignment">The memory alignment (in bytes). Must be an integer power of 2.</param>
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/// <returns>The pointer to the allocated chunk of the memory. The pointer is a multiple of alignment.</returns>
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FORCE_INLINE static void* Allocate(uint64 size, uint64 alignment = 16)
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FORCE_INLINE static void* Allocate(uint64 size, uint64 alignment = PLATFORM_MEMORY_ALIGNMENT)
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{
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return Platform::Allocate(size, alignment);
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}
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@@ -201,6 +201,9 @@ API_ENUM() enum class ArchitectureType
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#ifndef PLATFORM_THREADS_LIMIT
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#define PLATFORM_THREADS_LIMIT 64
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#endif
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#ifndef PLATFORM_MEMORY_ALIGNMENT
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#define PLATFORM_MEMORY_ALIGNMENT 16
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#endif
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#define PLATFORM_32BITS (!PLATFORM_64BITS)
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// Platform family defines
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@@ -463,20 +463,20 @@ bool DrawCallsList::IsEmpty() const
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RenderListAlloc::~RenderListAlloc()
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{
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if (!List && Data) // Render List memory doesn't need free (arena allocator)
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if (NeedFree && Data) // Render List memory doesn't need free (arena allocator)
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RendererAllocation::Free(Data, Size);
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}
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void* RenderListAlloc::Init(RenderList* list, uintptr size, uintptr alignment)
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void* RenderListAlloc::Init(RenderList* list, uint32 size, uint32 alignment)
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{
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ASSERT_LOW_LAYER(!Data);
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Size = size;
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bool useList = alignment <= 16 && size < 1024;
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List = useList ? list : nullptr;
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if (useList)
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Data = list->Memory.Allocate(size, alignment);
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else
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Data = RendererAllocation::Allocate(size);
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if (size == 0)
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return nullptr;
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if (size < 1024 || (alignment != 16 && alignment != 8 && alignment != 4 && alignment != 1))
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return (Data = list->Memory.Allocate(size, alignment));
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NeedFree = true;
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Data = RendererAllocation::Allocate(size);
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return Data;
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}
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@@ -281,16 +281,16 @@ struct DrawCallsList
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// Small utility for allocating memory from RenderList arena pool with automatic fallback to shared RendererAllocation for larger memory blocks.
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struct RenderListAlloc
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{
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RenderList* List;
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void* Data = nullptr;
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uintptr Size;
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uint32 Size = 0;
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bool NeedFree = false;
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~RenderListAlloc();
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void* Init(RenderList* list, uintptr size, uintptr alignment = 1);
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void* Init(RenderList* list, uint32 size, uint32 alignment = 1);
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template<typename T>
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FORCE_INLINE T* Init(RenderList* list, int32 count, uintptr alignment = 1)
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FORCE_INLINE T* Init(RenderList* list, int32 count, uint32 alignment = 1)
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{
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return (T*)Init(list, count * sizeof(T), alignment);
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}
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