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//! This module provides single-threaded blink allocator.
use core::{
alloc::Layout,
ptr::NonNull,
sync::atomic::{AtomicUsize, Ordering},
};
use allocator_api2::{AllocError, Allocator};
#[cfg(feature = "alloc")]
use allocator_api2::Global;
use crate::{
api::BlinkAllocator,
arena::{Arena, ArenaLocal, ArenaSync},
};
with_global_default! {
/// Multi-threaded blink allocator.
///
/// Blink-allocator is arena-based allocator that
/// allocates memory in growing chunks and serve allocations from them.
/// When chunk is exhausted a new larger chunk is allocated.
///
/// Deallocation is no-op. [`BlinkAllocator`] can be reset
/// to free all chunks except the last one, that will be reused.
///
/// Blink allocator aims to allocate a chunk large enough to
/// serve all allocations between resets.
///
/// A shared and mutable reference to the [`SyncBlinkAlloc`] implement
/// [`Allocator`] trait.
/// When "nightly" feature is enabled, [`Allocator`] trait is
/// [`core::alloc::Allocator`]. Otherwise it is duplicated trait defined
/// in [`allocator-api2`](allocator_api2).
///
/// Resetting blink allocator requires mutable borrow, so it is not possible
/// to do while shared borrow is alive. That matches requirement of
/// [`Allocator`] trait - while [`Allocator`] instance
/// (a shared reference to `BlinkAlloc`) or any of its clones are alive,
/// allocated memory must be valid.
///
/// This version of blink-allocator is multi-threaded.
/// It can be used from multiple threads concurrently to allocate memory.
/// As mutable borrow is required to reset the allocator,
/// it is not possible to do when shared.
/// Internally it uses [`RwLock`] and [`AtomicUsize`] for synchronized
/// interior mutability. [`RwLock`] is only write-locked when new chunk
/// must be allocated. The arena allocation is performed using lock-free
/// algorithm.
///
/// Still it is slower than single-threaded version [`BlinkAlloc`].
///
/// For best of both worlds [`LocalBlinkAlloc`] can be created from
/// this allocator. [`LocalBlinkAlloc`] will allocate chunks from this
/// allocator, but is single-threaded by itself.
///
/// [`RwLock`]: parking_lot::RwLock
/// [`AtomicUsize`]: core::sync::atomic::AtomicUsize
/// [`BlinkAlloc`]: crate::local::BlinkAlloc
/// [`LocalBlinkAlloc`]: crate::sync::LocalBlinkAlloc
///
/// # Example
///
/// ```
/// # #![cfg_attr(feature = "nightly", feature(allocator_api))]
/// # use blink_alloc::BlinkAlloc;
/// # use allocator_api2::Allocator;
/// # use std::ptr::NonNull;
///
/// let mut blink = BlinkAlloc::new();
/// let layout = std::alloc::Layout::new::<[u32; 8]>();
/// let ptr = blink.allocate(layout).unwrap();
/// let ptr = NonNull::new(ptr.as_ptr() as *mut u8).unwrap(); // Method for this is unstable.
///
/// unsafe {
/// std::ptr::write(ptr.as_ptr().cast(), [1, 2, 3, 4, 5, 6, 7, 8]);
/// blink.deallocate(ptr, layout);
/// }
///
/// blink.reset();
/// ```
///
/// # Example that uses nightly's `allocator_api`
///
/// ```
/// # #![cfg_attr(feature = "nightly", feature(allocator_api))]
/// # use blink_alloc::BlinkAlloc;
/// # use std::vec::Vec;
/// # #[cfg(feature = "nightly")]
/// # fn main() {
/// let mut blink = BlinkAlloc::new();
/// let mut vec = Vec::new_in(&blink);
/// vec.push(1);
/// vec.extend(1..3);
/// vec.extend(3..10);
/// drop(vec);
/// blink.reset();
/// # }
/// # #[cfg(not(feature = "nightly"))]
/// # fn main() {}
/// ```
pub struct SyncBlinkAlloc<A: Allocator = +Global> {
arena: ArenaSync,
allocator: A,
max_local_alloc: AtomicUsize,
}
}
impl<A: Allocator> Drop for SyncBlinkAlloc<A> {
fn drop(&mut self) {
unsafe {
self.arena.reset(false, &self.allocator);
}
}
}
#[test]
fn check_sync() {
fn for_sync_alloc<A: Allocator + Sync>() {
fn is_sink<T: Sync>() {}
is_sink::<SyncBlinkAlloc<A>>();
}
for_sync_alloc::<Global>();
}
impl<A> Default for SyncBlinkAlloc<A>
where
A: Allocator + Default,
{
#[inline]
fn default() -> Self {
Self::new_in(Default::default())
}
}
#[cfg(feature = "alloc")]
impl SyncBlinkAlloc<Global> {
/// Creates new blink allocator that uses global allocator
/// to allocate memory chunks.
///
/// See [`SyncBlinkAlloc::new_in`] for using custom allocator.
#[inline]
pub const fn new() -> Self {
SyncBlinkAlloc::new_in(Global)
}
}
impl<A> SyncBlinkAlloc<A>
where
A: Allocator,
{
/// Creates new blink allocator that uses provided allocator
/// to allocate memory chunks.
///
/// See [`SyncBlinkAlloc::new`] for using global allocator.
#[inline]
pub const fn new_in(allocator: A) -> Self {
SyncBlinkAlloc {
arena: ArenaSync::new(0),
allocator,
max_local_alloc: AtomicUsize::new(0),
}
}
/// Creates a new thread-local blink allocator proxy
/// that borrows from this multi-threaded allocator.
///
/// The local proxy allocator works faster and
/// allows more consistent memory reuse.
/// It can be recreated without resetting the multi-threaded allocator,
/// allowing [`SyncBlinkAlloc`] to be warm-up and serve all allocations
/// from a single chunk without ever blocking.
///
/// Best works for fork-join style of parallelism.
/// Create a local allocator for each thread/task.
/// Reset after all threads/tasks are finished.
///
/// # Examples
///
/// ```
/// # #![cfg_attr(feature = "nightly", feature(allocator_api))]
/// # use blink_alloc::{BlinkAlloc, SyncBlinkAlloc, BlinkAllocator};
/// # use std::vec::Vec;
/// # #[cfg(feature = "nightly")]
/// # fn main() {
/// let mut blink = SyncBlinkAlloc::new();
/// for _ in 0..100 {
/// for i in 0..16 {
/// std::thread::scope(|_| {
/// let blink = blink.local();
/// let mut vec = Vec::new_in(&blink);
/// vec.push(i);
/// for j in i*2..i*30 {
/// vec.push(j); // Proxy will allocate enough memory to grow vec without reallocating on 2nd iteration and later.
/// }
/// });
/// }
/// blink.reset();
/// }
/// # }
/// # #[cfg(not(feature = "nightly"))]
/// # fn main() {}
/// ```
pub fn local(&self) -> LocalBlinkAlloc<A> {
LocalBlinkAlloc {
arena: ArenaLocal::new(self.max_local_alloc.load(Ordering::Relaxed)),
shared: self,
}
}
/// Allocates memory with specified layout from this allocator.
/// If needed it will allocate new chunk using underlying allocator.
/// If chunk allocation fails, it will return `Err`.
#[inline]
pub fn allocate(&self, layout: Layout) -> Result<NonNull<[u8]>, AllocError> {
// Safety:
// Same instance is used for all allocations and resets.
unsafe { self.arena.alloc(layout, &self.allocator) }
}
/// Resets this allocator, deallocating all chunks except the last one.
/// Last chunk will be reused.
/// With steady memory usage after few iterations
/// chunk size should be sufficient for all allocations between resets.
#[inline]
pub fn reset(&mut self) {
// Safety:
// Same instance is used for all allocations and resets.
unsafe {
self.arena.reset(true, &self.allocator);
}
}
}
unsafe impl<A> Allocator for SyncBlinkAlloc<A>
where
A: Allocator,
{
#[inline]
fn allocate(&self, layout: Layout) -> Result<NonNull<[u8]>, AllocError> {
SyncBlinkAlloc::allocate(self, layout)
}
#[inline]
unsafe fn deallocate(&self, ptr: NonNull<u8>, layout: Layout) {
let _ = (ptr, layout);
}
}
unsafe impl<A> Allocator for &mut SyncBlinkAlloc<A>
where
A: Allocator,
{
#[inline]
fn allocate(&self, layout: Layout) -> Result<NonNull<[u8]>, AllocError> {
SyncBlinkAlloc::allocate(&**self, layout)
}
#[inline]
unsafe fn deallocate(&self, ptr: NonNull<u8>, layout: Layout) {
let _ = (ptr, layout);
}
}
unsafe impl<A> BlinkAllocator for SyncBlinkAlloc<A>
where
A: Allocator,
{
#[inline]
fn reset(&mut self) {
SyncBlinkAlloc::reset(self)
}
}
with_global_default! {
/// Thread-local proxy for [`SyncBlinkAlloc`].
///
/// Using proxy can yield better performance when
/// it is possible to create proxy once to use for many allocations.
///
/// See [`SyncBlinkAlloc::local`] for more details.
pub struct LocalBlinkAlloc<'a, A: Allocator = +Global> {
arena: ArenaLocal,
shared: &'a SyncBlinkAlloc<A>,
}
}
impl<A> Drop for LocalBlinkAlloc<'_, A>
where
A: Allocator,
{
fn drop(&mut self) {
self.arena.reset_leak(false);
self.shared
.max_local_alloc
.fetch_max(self.arena.last_chunk_size(), Ordering::Relaxed);
}
}
impl<A> LocalBlinkAlloc<'_, A>
where
A: Allocator,
{
/// Allocates memory with specified layout from this allocator.
/// If needed it will allocate new chunk
/// using underlying `SyncBlinkAlloc` allocator.
/// If chunk allocation fails, it will return `Err`.
#[inline]
fn allocate(&self, layout: Layout) -> Result<NonNull<[u8]>, AllocError> {
// Safety:
// Same instance is used for all allocations and resets.
unsafe { self.arena.alloc(layout, self.shared) }
}
/// Resets this allocator, deallocating all chunks except the last one.
/// Last chunk will be reused.
/// With steady memory usage after few iterations
/// chunk size should be sufficient for all allocations between resets.
#[inline]
pub fn reset(&mut self) {
self.arena.reset_leak(true);
}
}
unsafe impl<A> Allocator for LocalBlinkAlloc<'_, A>
where
A: Allocator,
{
#[inline]
fn allocate(&self, layout: Layout) -> Result<NonNull<[u8]>, AllocError> {
LocalBlinkAlloc::allocate(self, layout)
}
#[inline]
unsafe fn deallocate(&self, ptr: NonNull<u8>, layout: Layout) {
let _ = (ptr, layout);
}
}
unsafe impl<A> Allocator for &mut LocalBlinkAlloc<'_, A>
where
A: Allocator,
{
#[inline]
fn allocate(&self, layout: Layout) -> Result<NonNull<[u8]>, AllocError> {
LocalBlinkAlloc::allocate(&**self, layout)
}
#[inline]
unsafe fn deallocate(&self, ptr: NonNull<u8>, layout: Layout) {
let _ = (ptr, layout);
}
}
unsafe impl<A> BlinkAllocator for LocalBlinkAlloc<'_, A>
where
A: Allocator,
{
#[inline]
fn reset(&mut self) {
LocalBlinkAlloc::reset(self)
}
}