internal PooledByteBuffer <T> Allocate(PoolThreadCache <T> cache, int reqCapacity, int maxCapacity) { PooledByteBuffer <T> buf = this.NewByteBuf(maxCapacity); this.Allocate(cache, buf, reqCapacity); return(buf); }
internal bool Allocate(PooledByteBuffer <T> buf, int reqCapacity, int normCapacity) { if (this.head == null || normCapacity > this.maxCapacity) { // Either this PoolChunkList is empty or the requested capacity is larger then the capacity which can // be handled by the PoolChunks that are contained in this PoolChunkList. return(false); } for (PoolChunk <T> cur = this.head;;) { long handle = cur.Allocate(normCapacity); if (handle < 0) { cur = cur.Next; if (cur == null) { return(false); } } else { cur.InitBuf(buf, handle, reqCapacity); if (cur.Usage >= this.maxUsage) { this.Remove(cur); this.nextList.Add(cur); } return(true); } } }
void AllocateHuge(PooledByteBuffer <T> buf, int reqCapacity) { PoolChunk <T> chunk = this.NewUnpooledChunk(reqCapacity); Interlocked.Add(ref this.activeBytesHuge, chunk.ChunkSize); buf.InitUnpooled(chunk, reqCapacity); Interlocked.Increment(ref this.allocationsHuge); }
/** * Allocate something out of the cache if possible and remove the entry from the cache. */ public bool Allocate(PooledByteBuffer <T> buf, int reqCapacity) { if (!this.queue.TryDequeue(out Entry entry)) { return(false); } this.InitBuf(entry.Chunk, entry.Handle, buf, reqCapacity); entry.Recycle(); // allocations is not thread-safe which is fine as this is only called from the same thread all time. ++this.allocations; return(true); }
internal void Reallocate(PooledByteBuffer <T> buf, int newCapacity, bool freeOldMemory) { Contract.Requires(newCapacity >= 0 && newCapacity <= buf.MaxCapacity); int oldCapacity = buf.Length; if (oldCapacity == newCapacity) { return; } PoolChunk <T> oldChunk = buf.Chunk; long oldHandle = buf.Handle; T oldMemory = buf.Memory; int oldOffset = buf.Offset; int oldMaxLength = buf.MaxLength; int readerIndex = buf.ReaderIndex; int writerIndex = buf.WriterIndex; this.Allocate(this.Parent.ThreadCache <T>(), buf, newCapacity); if (newCapacity > oldCapacity) { this.MemoryCopy( oldMemory, oldOffset, buf.Memory, buf.Offset, oldCapacity); } else if (newCapacity < oldCapacity) { if (readerIndex < newCapacity) { if (writerIndex > newCapacity) { writerIndex = newCapacity; } this.MemoryCopy( oldMemory, oldOffset + readerIndex, buf.Memory, buf.Offset + readerIndex, writerIndex - readerIndex); } else { readerIndex = writerIndex = newCapacity; } } buf.SetIndex(readerIndex, writerIndex); if (freeOldMemory) { this.Free(oldChunk, oldHandle, oldMaxLength, buf.Cache); } }
bool Allocate(MemoryRegionCache cache, PooledByteBuffer <T> buf, int reqCapacity) { if (cache == null) { // no cache found so just return false here return(false); } bool allocated = cache.Allocate(buf, reqCapacity); if (++this.allocations >= this.freeSweepAllocationThreshold) { this.allocations = 0; this.Trim(); } return(allocated); }
void InitBufWithSubpage(PooledByteBuffer <T> buf, long handle, int bitmapIdx, int reqCapacity) { Contract.Assert(bitmapIdx != 0); int memoryMapIdx = MemoryMapIdx(handle); PoolSubpage <T> subpage = this.subpages[this.SubpageIdx(memoryMapIdx)]; Contract.Assert(subpage.DoNotDestroy); Contract.Assert(reqCapacity <= subpage.ElemSize); buf.Init( this, handle, this.RunOffset(memoryMapIdx) + (bitmapIdx & 0x3FFFFFFF) * subpage.ElemSize + this.Offset, reqCapacity, subpage.ElemSize, this.Arena.Parent.ThreadCache <T>()); }
void AllocateNormal(PooledByteBuffer <T> buf, int reqCapacity, int normCapacity) { if (this.q050.Allocate(buf, reqCapacity, normCapacity) || this.q025.Allocate(buf, reqCapacity, normCapacity) || this.q000.Allocate(buf, reqCapacity, normCapacity) || this.qInit.Allocate(buf, reqCapacity, normCapacity) || this.q075.Allocate(buf, reqCapacity, normCapacity)) { return; } // Add a new chunk. PoolChunk <T> c = this.NewChunk(this.PageSize, this.maxOrder, this.PageShifts, this.ChunkSize); long handle = c.Allocate(normCapacity); Debug.Assert(handle > 0); c.InitBuf(buf, handle, reqCapacity); this.qInit.Add(c); }
internal void InitBuf(PooledByteBuffer <T> buf, long handle, int reqCapacity) { int memoryMapIdx = MemoryMapIdx(handle); int bitmapIdx = BitmapIdx(handle); if (bitmapIdx == 0) { sbyte val = this.Value(memoryMapIdx); Debug.Assert(val == this.unusable, val.ToString()); buf.Init(this, handle, this.RunOffset(memoryMapIdx) + this.Offset, reqCapacity, this.RunLength(memoryMapIdx), this.Arena.Parent.ThreadCache <T>()); } else { this.InitBufWithSubpage(buf, handle, bitmapIdx, reqCapacity); } }
/** * Init the {@link PooledByteBuffer} using the provided chunk and handle with the capacity restrictions. */ protected abstract void InitBuf(PoolChunk <T> chunk, long handle, PooledByteBuffer <T> buf, int reqCapacity);
protected override void InitBuf( PoolChunk <T> chunk, long handle, PooledByteBuffer <T> buf, int reqCapacity) => chunk.InitBuf(buf, handle, reqCapacity);
/** * Try to allocate a small buffer out of the cache. Returns {@code true} if successful {@code false} otherwise */ internal bool AllocateNormal(PoolArena <T> area, PooledByteBuffer <T> buf, int reqCapacity, int normCapacity) => this.Allocate(this.CacheForNormal(area, normCapacity), buf, reqCapacity);
void Allocate(PoolThreadCache <T> cache, PooledByteBuffer <T> buf, int reqCapacity) { int normCapacity = this.NormalizeCapacity(reqCapacity); if (this.IsTinyOrSmall(normCapacity)) { // capacity < pageSize int tableIdx; PoolSubpage <T>[] table; bool tiny = IsTiny(normCapacity); if (tiny) { // < 512 if (cache.AllocateTiny(this, buf, reqCapacity, normCapacity)) { // was able to allocate out of the cache so move on return; } tableIdx = TinyIdx(normCapacity); table = this.tinySubpagePools; } else { if (cache.AllocateSmall(this, buf, reqCapacity, normCapacity)) { // was able to allocate out of the cache so move on return; } tableIdx = SmallIdx(normCapacity); table = this.smallSubpagePools; } PoolSubpage <T> head = table[tableIdx]; // // Synchronize on the head. This is needed as {@link PoolSubpage#allocate()} and // {@link PoolSubpage#free(int)} may modify the doubly linked list as well. // lock (head) { PoolSubpage <T> s = head.Next; if (s != head) { Debug.Assert(s.DoNotDestroy && s.ElemSize == normCapacity); long handle = s.Allocate(); Debug.Assert(handle >= 0); s.Chunk.InitBufWithSubpage(buf, handle, reqCapacity); this.IncTinySmallAllocation(tiny); return; } } lock (this) { this.AllocateNormal(buf, reqCapacity, normCapacity); } this.IncTinySmallAllocation(tiny); return; } if (normCapacity <= this.ChunkSize) { if (cache.AllocateNormal(this, buf, reqCapacity, normCapacity)) { // was able to allocate out of the cache so move on return; } lock (this) { this.AllocateNormal(buf, reqCapacity, normCapacity); this.allocationsNormal++; } } else { // Huge allocations are never served via the cache so just call allocateHuge this.AllocateHuge(buf, reqCapacity); } }
internal void InitBufWithSubpage(PooledByteBuffer <T> buf, long handle, int reqCapacity) => this.InitBufWithSubpage(buf, handle, BitmapIdx(handle), reqCapacity);