内存管理

动态内存分配速度很慢。影响因素有二:

1、堆分配需要处理任何大小的分配,所以管理支出较大;

2、大多数OS中调用malloc()和free()必须首先从用户模式切换到内核模式,处理完后再切换回来。

 

所以需要自己定制的内存分配器!

 

一、Stack-Based Allocators

1、分配大段连续的内存块(malloc() or new or array)

2、维护一个指向栈顶的指针。初始化指针指向内存最低地址处。运行过程中,内存地址低于栈顶的都是正在使用的内存块,内存地址高于栈顶的都是未被使用的内存块。

3、每次分配只需要将指针往内存高地址处移动;每次施放内存只需要将指针往内存低地址处移动。

4、需要一个标记(marker),标志着当前的栈顶,以备分配在此发生时记录分配开始的位置。

 

stack-based allocator
 1 class StackAllocator
2 {
3 public:
4 //stack marker:Represents the current top of the stack.
5 //You can only roll back to a marker,not to arbitrary locations
6 //within the stack.
7 typedef U32 Marker;
8
9 //Constructs a stack allocator with the given total size
10 explicit StackAllocator(U32 stackSize_bytes);
11
12 //Allocates a new block of the given size from stack top.
13 void* alloc(U32 size_bytes);
14
15 //Returns a marker to the current stack top
16 Marker getMarker();
17
18 //Rolls the stack back to a previous marker
19 void freeToMarker(Marker marker);
20
21 //Clears the entire stack
22 void clear();
23 private:
24 };

 变种:Double-Ended Stack Allocators

 

二、Pool Allocators

目的:分配大量小块的、相同大小的内存块。

1、预分配一个大内存块,其大小为每个小内存块(又叫元素)的整数倍。

2、每个元素会加到空闲元素链表中,初始化所有的元素都在空闲元素链表中。

3、每次进行内存分配时,从空闲元素链表中摘下即可;每次进行内存释放时,都将其再次加入空闲元素链表中。

 

三、Aligned Allocators

1、将对齐值减一得到mask值。例如,要求16bytes对齐,则mask=16-1=15=0x0000000F

2、将未对齐的地址和mask做位与,得到未对齐的量。例如,未对齐地址为0x50341233 AND 0X0000000F=0x00000003

3、将对齐值减掉未对齐的量,再加到未对齐的地址上去,就得到对齐的地址。

aligned allocators
 1 //Aligned allocation function.IMPORTANT:'alignment' must be a power of 2(typically 4 or 16 bytes)
2 void* allocateAligned(U32 size_bytes,U32 alignment)
3 {
4 //Determine total amount of memory to allocate
5 U32 expandedSize_bytes=size_bytes+alignment;
6 //Allocate an unaligned block and convert address to a U32
7 U32 rawAddress=(U32)allocateUnaligned(expandedSize_bytes);
8
9 U32 mask=alignment-1;
10 U32 misalignment=mask&rawAddress;
11 U32 adjustment=alignment-misalignment;
12
13 U32 alignedAddress=rawAddress+adjustment;
14
15 return (void*)alignedAddress;
16 }

 为了释放掉分配的内存块,我们需要将调整后的地址变回到原始的未调整的地址。

下面的改进后的代码。

 

new solution
 1 //Aligned allocation function.IMPORTANT:'alignment' must be a power of 2(typically 4 or 16 bytes)
2 void* allocateAligned(U32 size_bytes,U32 alignment)
3 {
4 //Clients must call allocateUnaligned() and freeUnaligned() if alignment==1
5 ASSERT(alignment>1);
6
7 //Determine total amount of memory to allocate
8 U32 expandedSize_bytes=size_bytes+alignment;
9 //Allocate an unaligned block and convert address to a U32
10 U32 rawAddress=(U32)allocateUnaligned(expandedSize_bytes);
11
12 U32 mask=alignment-1;
13 U32 misalignment=mask&rawAddress;
14 U32 adjustment=alignment-misalignment;
15
16 U32 alignedAddress=rawAddress+adjustment;
17
18 //Store the adjustment in the four bytes immediately preceding the adjusted address that we're returning
19 U32* pAdjustment=(U32*)(alignedAddress-4);
20 *pAdjustment=adjustment;
21
22 return (void*)alignedAddress;
23 }

 释放代码:

free
1 void freeAligned(void* p)
2 {
3 U32 alignedAddress=(U32)p;
4 U8* pAdjustment=(U8*)(alignedAddress-4);
5 U32 adjustment=(U32)*pAdjustment;
6 U32 rawAddress=alignedAddress-adjustment;
7 freeUnaligned((void*)rawAddress);
8 }

 

四、Single-Frame and Double-Buffered Memory Allocators

1、Single-Frame Allocators

实现:保留一个内存块,使用简单的Stack Allocator管理。每一帧开始时,将栈顶指针清理到内存底部,用于每一帧过程中的分配过程。

single frame
 1 StackAllocator g_singleFrameAllocator;
2
3 //Main Game Loop
4 while(true)
5 {
6 //Clear the single-frame allocator's buffer every frame.
7 g_singleFrameAllocator.clear();
8
9 //...
10
11 //Allocate from the single-frame buffer.We never need to free this data!Just be sure to use it only this frame
12 void* p=g_singleFrameAllocator.alloc(nBytes);
13
14 //...
15 }

 2、Double-Buffered Allocators

特性:允许在帧i上分配内存块,帧i+1上使用。

实现:创建同样大小的两个single-frame stack allocator,每帧轮流使用它们中得一个来绘制

double buffer
 1 class DoubleBufferedAllocator
2 {
3 U32 m_curStack;
4 StackAllocator m_stack[2];
5
6 public:
7 void swapBuffers()
8 {
9 m_curStack=(U32)!m_curStack;
10 }
11
12 void clearCurrentBuffer()
13 {
14 m_stack[m_curStack].clear();
15 }
16
17 void* alloc(U32 nBytes)
18 {
19 return m_stack[m_curStack].alloc(nBytes);
20 }
21 //...
22 };
main loop
 1 DoubleBufferedAllocator g_doubleBufAllocator;
2
3 //Main Game Loop
4 while(true)
5 {
6 //clear the single-frame allocator every frame as before
7 g_singleFrameAllocator.clear();
8
9 //Swap the active and inactive buffers of the double buffered allocator
10 g_doubleBufAllocator.swapBuffers();
11
12 //Now clear the newly active buffer,leaving last frame's buffer intact.
13 g_doubleBufAllocator.clearCurrentBuffer();
14
15 //...
16
17 //Allocate out of the current buffer, without disturbing last frame's data.Only use this data this frame or next frame.
18 //Again,this memory never needs to be freed.
19 void* p=g_doubleBufAllocator.alloc(nBytes);
20
21 //...
22 }


避免内存碎片化

如果OS没有虚拟内存机制

1、stack allocator没有内存碎片的问题,因为分配都是连续的,而且释放是按照分配顺序的反序进行。

2、pool allocator同样没有内存碎片的问题。

3、其他情况下,需要周期性去碎片过程。将已分配的内存块从内存高地址处移到内存低地址处。

posted @ 2012-02-28 19:28  Cavia  阅读(396)  评论(0编辑  收藏  举报