// 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_H_ #define V8_ZONE_H_ #include #include "src/allocation.h" #include "src/base/logging.h" #include "src/globals.h" #include "src/hashmap.h" #include "src/list.h" #include "src/splay-tree.h" namespace v8 { namespace internal { class Segment; class Isolate; // 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 a call to malloc(). // Note: The implementation is inherently not thread safe. Do not use // from multi-threaded code. class Zone { public: explicit Zone(Isolate* isolate); ~Zone(); // Allocate 'size' bytes of memory in the Zone; expands the Zone by // allocating new segments of memory on demand using malloc(). void* New(int size); template T* NewArray(int length) { CHECK(std::numeric_limits::max() / static_cast(sizeof(T)) > length); return static_cast(New(length * sizeof(T))); } // Deletes all objects and free all memory allocated in the Zone. Keeps one // small (size <= kMaximumKeptSegmentSize) segment around if it finds one. void DeleteAll(); // Deletes the last small segment kept around by DeleteAll(). You // may no longer allocate in the Zone after a call to this method. void DeleteKeptSegment(); // Returns true if more memory has been allocated in zones than // the limit allows. inline bool excess_allocation(); inline void adjust_segment_bytes_allocated(int delta); inline unsigned allocation_size() const { return allocation_size_; } inline Isolate* isolate() const { return isolate_; } private: friend class Isolate; // All pointers returned from New() have this alignment. In addition, if the // object being allocated has a size that is divisible by 8 then its alignment // will be 8. ASan requires 8-byte alignment. #ifdef V8_USE_ADDRESS_SANITIZER static const int kAlignment = 8; STATIC_ASSERT(kPointerSize <= 8); #else static const int kAlignment = kPointerSize; #endif // Never allocate segments smaller than this size in bytes. static const int kMinimumSegmentSize = 8 * KB; // Never allocate segments larger than this size in bytes. static const int kMaximumSegmentSize = 1 * MB; // Never keep segments larger than this size in bytes around. static const int kMaximumKeptSegmentSize = 64 * KB; // Report zone excess when allocation exceeds this limit. static const int kExcessLimit = 256 * MB; // The number of bytes allocated in this zone so far. unsigned 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. int 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(int 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(int size)); // Deletes the given segment. Does not touch the segment chain. INLINE(void DeleteSegment(Segment* segment, int 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_; Segment* segment_head_; Isolate* isolate_; }; // 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. INLINE(void* operator new(size_t size, Zone* zone)); // 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 ZoneScope is used to automatically call DeleteAll() on a // Zone when the ZoneScope is destroyed (i.e. goes out of scope) struct ZoneScope { public: explicit ZoneScope(Zone* zone) : zone_(zone) { } ~ZoneScope() { zone_->DeleteAll(); } Zone* zone() { return zone_; } private: Zone* zone_; }; // The ZoneAllocationPolicy is used to specialize generic data // structures to allocate themselves and their elements in the Zone. struct ZoneAllocationPolicy { public: explicit ZoneAllocationPolicy(Zone* zone) : zone_(zone) { } INLINE(void* New(size_t size)); INLINE(static void Delete(void *pointer)) { } Zone* zone() { 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: 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)) { } INLINE(void* operator new(size_t size, Zone* zone)); // 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. INLINE(void Add(const T& element, Zone* zone)) { List::Add(element, ZoneAllocationPolicy(zone)); } INLINE(void AddAll(const List& other, Zone* zone)) { List::AddAll(other, ZoneAllocationPolicy(zone)); } INLINE(void AddAll(const Vector& other, Zone* zone)) { List::AddAll(other, ZoneAllocationPolicy(zone)); } INLINE(void InsertAt(int index, const T& element, Zone* zone)) { List::InsertAt(index, element, ZoneAllocationPolicy(zone)); } INLINE(Vector AddBlock(T value, int count, Zone* zone)) { return List::AddBlock(value, count, ZoneAllocationPolicy(zone)); } INLINE(void Allocate(int length, Zone* zone)) { List::Allocate(length, ZoneAllocationPolicy(zone)); } INLINE(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: public SplayTree { public: explicit ZoneSplayTree(Zone* zone) : SplayTree(ZoneAllocationPolicy(zone)) {} ~ZoneSplayTree(); INLINE(void* operator new(size_t size, Zone* zone)); void operator delete(void* pointer) { UNREACHABLE(); } void operator delete(void* pointer, Zone* zone) { UNREACHABLE(); } }; typedef TemplateHashMapImpl ZoneHashMap; } } // namespace v8::internal #endif // V8_ZONE_H_