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authorKevin Yonan <[email protected]>2019-07-15 09:28:09 -0700
committerRay <[email protected]>2019-07-15 18:28:09 +0200
commitc563b53afb2ff8f78f99992b88f54443a5e543a0 (patch)
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parente19616592d86791949e5386191c9ab70944ac52d (diff)
downloadraylib-c563b53afb2ff8f78f99992b88f54443a5e543a0.tar.gz
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Submitting rmem memory and object pool module (#898)
* Submitting rmem memory and object pool module * changed 'restrict' to '__restrict' so it can compile for MSVC Added `const` to parameters for `MemPool_Realloc` * Update and rename mempool README.txt to mempool_README.md * Update mempool_README.md * Update mempool_README.md * Update and rename objpool README.txt to objpool_README.md * implementing changes * updating header for changes. * forgot to change _RemoveNode to __RemoveNode * removing l * removing l * Updating documentation on MemPool_CleanUp function * Updating documentation on ObjPool_CleanUp function * changed *_CleanUp function parameter Replaced `void*` pointer to pointer param to `void**` so it's more explicit. * Updating header to reflect changes to the *_CleanUp functions * A single change for the mempool and a patch for the objpool. Object Pool Patch: if you deplete the object pool to 0 free blocks and then free back one block, the last given block will be rejected because it was exactly at the memory holding the entire pool. Mempool change: switched memory aligning the size from the constructor to when allocating.
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+Raylib Object Pool
+By Kevin 'Assyrianic' Yonan @ https://github.com/assyrianic
+
+About:
+ The Raylib Object Pool is a fast and minimal fixed-size allocator.
+
+Purpose:
+ Raylib Object Pool was created as a complement to the Raylib Memory Pool.
+ Due to the general purpose nature of Raylib Memory Pool, memory block fragmentations can affect allocation and deallocation speeds.
+ Because of this, the Raylib Object pool succeeds by having no fragmentation and accomodating for allocating fixed-size data while the Raylib memory pool accomodates for allocating variadic/differently sized data.
+
+Implementation:
+ The object pool is implemented as a hybrid array-stack of cells that are large enough to hold the size of your data at initialization:
+ ```c
+ typedef struct ObjPool {
+ struct Stack stack;
+ size_t objSize, freeBlocks;
+ } ObjPool;
+ ```
+
+Explanation & Usage:
+ The object pool is designed to be used as a direct object.
+ We have two constructor functions:
+ ```c
+ struct ObjPool ObjPool_Create(size_t objsize, size_t len);
+ struct ObjPool ObjPool_FromBuffer(void *buf, size_t objsize, size_t len);
+ ```
+
+ To which you create a `struct ObjPool` instance and give the size of your object and how many objects for the pool to hold.
+ So assume we have a vector struct like:
+ ```c
+ typedef struct vec3D {
+ float x,y,z;
+ } vec3D_t;
+ ```
+ which will have a size of 12 bytes.
+
+ Now let's create a pool of 3D vectors that holds about 100 3D vectors.
+ ```c
+ struct ObjPool vector_pool = ObjPool_Create(sizeof(struct vec3D), 100);
+ ```
+
+ Alternatively, if for any reason that you cannot use dynamic memory allocation, you have the option of using an existing buffer for the object pool:
+ ```c
+ struct vec3D vectors[100];
+ struct ObjPool vector_pool = ObjPool_FromBuffer(vectors, sizeof(struct vec3D), 1[&vector] - 0[&vector]);
+ ```
+ The buffer MUST be aligned to the size of `size_t` AND the object size must not be smaller than a `size_t` either.
+
+
+ Next, we start our operations by allocating which will always allocate ONE object...
+ If you need to allocate something like an array of these objects, then you'll have to make an object pool for the array of objects or use Raylib Memory Pool.
+ Allocation is very simple nonetheless!
+ ```c
+ struct vec3D *origin = ObjPool_Alloc(&vector_pool);
+ origin->x = -0.5f;
+ origin->y = +0.5f;
+ origin->z = 0.f;
+ ```
+
+ Deallocation itself is also very simple.
+ There's two deallocation functions available:
+ ```c
+ void ObjPool_Free(struct ObjPool *objpool, void *ptr);
+ void ObjPool_CleanUp(struct ObjPool *objpool, void **ptrref);
+ ```
+
+ `ObjPool_Free` will deallocate the object pointer data back to the memory pool.
+ ```c
+ ObjPool_Free(&vector_pool, origin);
+ ```
+
+ Like Raylib memory pool, the Raylib object pool also comes with a convenient clean up function that takes a pointer to an allocated pointer, frees it, and sets the pointer to NULL for you!
+ ```c
+ ObjPool_CleanUp(&vector_pool, (void **)&origin);
+ ```
+
+ Which of course is equivalent to:
+ ```c
+ ObjPool_Free(&vector_pool, origin), origin = NULL;
+ ```