// Copyright 2012 the V8 project authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef V8_ZONE_ZONE_H_ #define V8_ZONE_ZONE_H_ #include #include "src/base/hashmap.h" #include "src/base/logging.h" #include "src/globals.h" #include "src/list.h" #include "src/splay-tree.h" #include "src/zone/accounting-allocator.h" #ifndef ZONE_NAME #define STRINGIFY(x) #x #define TOSTRING(x) STRINGIFY(x) #define ZONE_NAME __FILE__ ":" TOSTRING(__LINE__) #endif namespace v8 { namespace internal { // The Zone supports very fast allocation of small chunks of // memory. The chunks cannot be deallocated individually, but instead // the Zone supports deallocating all chunks in one fast // operation. The Zone is used to hold temporary data structures like // the abstract syntax tree, which is deallocated after compilation. // // Note: There is no need to initialize the Zone; the first time an // allocation is attempted, a segment of memory will be requested // through the allocator. // // Note: The implementation is inherently not thread safe. Do not use // from multi-threaded code. class V8_EXPORT_PRIVATE Zone final { public: Zone(AccountingAllocator* allocator, const char* name); ~Zone(); // Allocate 'size' bytes of memory in the Zone; expands the Zone by // allocating new segments of memory on demand using malloc(). void* New(size_t size); template T* NewArray(size_t length) { DCHECK_LT(length, std::numeric_limits::max() / sizeof(T)); return static_cast(New(length * sizeof(T))); } // Seals the zone to prevent any further allocation. void Seal() { sealed_ = true; } // Returns true if more memory has been allocated in zones than // the limit allows. bool excess_allocation() const { return segment_bytes_allocated_ > kExcessLimit; } const char* name() const { return name_; } size_t allocation_size() const { return allocation_size_; } AccountingAllocator* allocator() const { return allocator_; } private: // All pointers returned from New() are 8-byte aligned. static const size_t kAlignmentInBytes = 8; // Never allocate segments smaller than this size in bytes. static const size_t kMinimumSegmentSize = 8 * KB; // Never allocate segments larger than this size in bytes. static const size_t kMaximumSegmentSize = 1 * MB; // Report zone excess when allocation exceeds this limit. static const size_t kExcessLimit = 256 * MB; // Deletes all objects and free all memory allocated in the Zone. void DeleteAll(); // The number of bytes allocated in this zone so far. size_t allocation_size_; // The number of bytes allocated in segments. Note that this number // includes memory allocated from the OS but not yet allocated from // the zone. size_t segment_bytes_allocated_; // Expand the Zone to hold at least 'size' more bytes and allocate // the bytes. Returns the address of the newly allocated chunk of // memory in the Zone. Should only be called if there isn't enough // room in the Zone already. Address NewExpand(size_t size); // Creates a new segment, sets it size, and pushes it to the front // of the segment chain. Returns the new segment. inline Segment* NewSegment(size_t requested_size); // The free region in the current (front) segment is represented as // the half-open interval [position, limit). The 'position' variable // is guaranteed to be aligned as dictated by kAlignment. Address position_; Address limit_; AccountingAllocator* allocator_; Segment* segment_head_; const char* name_; bool sealed_; }; // ZoneObject is an abstraction that helps define classes of objects // allocated in the Zone. Use it as a base class; see ast.h. class ZoneObject { public: // Allocate a new ZoneObject of 'size' bytes in the Zone. void* operator new(size_t size, Zone* zone) { return zone->New(size); } // Ideally, the delete operator should be private instead of // public, but unfortunately the compiler sometimes synthesizes // (unused) destructors for classes derived from ZoneObject, which // require the operator to be visible. MSVC requires the delete // operator to be public. // ZoneObjects should never be deleted individually; use // Zone::DeleteAll() to delete all zone objects in one go. void operator delete(void*, size_t) { UNREACHABLE(); } void operator delete(void* pointer, Zone* zone) { UNREACHABLE(); } }; // The ZoneAllocationPolicy is used to specialize generic data // structures to allocate themselves and their elements in the Zone. class ZoneAllocationPolicy final { public: explicit ZoneAllocationPolicy(Zone* zone) : zone_(zone) {} void* New(size_t size) { return zone()->New(size); } static void Delete(void* pointer) {} Zone* zone() const { return zone_; } private: Zone* zone_; }; // ZoneLists are growable lists with constant-time access to the // elements. The list itself and all its elements are allocated in the // Zone. ZoneLists cannot be deleted individually; you can delete all // objects in the Zone by calling Zone::DeleteAll(). template class ZoneList final : public List { public: // Construct a new ZoneList with the given capacity; the length is // always zero. The capacity must be non-negative. ZoneList(int capacity, Zone* zone) : List(capacity, ZoneAllocationPolicy(zone)) {} // Construct a new ZoneList from a std::initializer_list ZoneList(std::initializer_list list, Zone* zone) : List(static_cast(list.size()), ZoneAllocationPolicy(zone)) { for (auto& i : list) Add(i, zone); } void* operator new(size_t size, Zone* zone) { return zone->New(size); } // Construct a new ZoneList by copying the elements of the given ZoneList. ZoneList(const ZoneList& other, Zone* zone) : List(other.length(), ZoneAllocationPolicy(zone)) { AddAll(other, zone); } // We add some convenience wrappers so that we can pass in a Zone // instead of a (less convenient) ZoneAllocationPolicy. void Add(const T& element, Zone* zone) { List::Add(element, ZoneAllocationPolicy(zone)); } void AddAll(const List& other, Zone* zone) { List::AddAll(other, ZoneAllocationPolicy(zone)); } void AddAll(const Vector& other, Zone* zone) { List::AddAll(other, ZoneAllocationPolicy(zone)); } void InsertAt(int index, const T& element, Zone* zone) { List::InsertAt(index, element, ZoneAllocationPolicy(zone)); } Vector AddBlock(T value, int count, Zone* zone) { return List::AddBlock(value, count, ZoneAllocationPolicy(zone)); } void Allocate(int length, Zone* zone) { List::Allocate(length, ZoneAllocationPolicy(zone)); } void Initialize(int capacity, Zone* zone) { List::Initialize(capacity, ZoneAllocationPolicy(zone)); } void operator delete(void* pointer) { UNREACHABLE(); } void operator delete(void* pointer, Zone* zone) { UNREACHABLE(); } }; // A zone splay tree. The config type parameter encapsulates the // different configurations of a concrete splay tree (see splay-tree.h). // The tree itself and all its elements are allocated in the Zone. template class ZoneSplayTree final : public SplayTree { public: explicit ZoneSplayTree(Zone* zone) : SplayTree(ZoneAllocationPolicy(zone)) {} ~ZoneSplayTree() { // Reset the root to avoid unneeded iteration over all tree nodes // in the destructor. For a zone-allocated tree, nodes will be // freed by the Zone. SplayTree::ResetRoot(); } void* operator new(size_t size, Zone* zone) { return zone->New(size); } void operator delete(void* pointer) { UNREACHABLE(); } void operator delete(void* pointer, Zone* zone) { UNREACHABLE(); } }; typedef base::PointerTemplateHashMapImpl ZoneHashMap; typedef base::CustomMatcherTemplateHashMapImpl CustomMatcherZoneHashMap; } // namespace internal } // namespace v8 #endif // V8_ZONE_ZONE_H_