Optimization: custom pools are on an intrusive double linked list not sorted vector

Added struct VmaPoolListItemTraits.
This commit is contained in:
Adam Sawicki 2021-03-03 16:55:04 +01:00
parent 7b9f7b61a1
commit 4b047fde54

View File

@ -7268,14 +7268,6 @@ private:
void* m_pMappedData;
};
struct VmaPointerLess
{
bool operator()(const void* lhs, const void* rhs) const
{
return lhs < rhs;
}
};
struct VmaDefragmentationMove
{
size_t srcBlockIndex;
@ -7479,6 +7471,18 @@ public:
private:
uint32_t m_Id;
char* m_Name;
VmaPool_T* m_PrevPool = VMA_NULL;
VmaPool_T* m_NextPool = VMA_NULL;
friend struct VmaPoolListItemTraits;
};
struct VmaPoolListItemTraits
{
typedef VmaPool_T ItemType;
static ItemType* GetPrev(const ItemType* item) { return item->m_PrevPool; }
static ItemType* GetNext(const ItemType* item) { return item->m_NextPool; }
static ItemType*& AccessPrev(ItemType* item) { return item->m_PrevPool; }
static ItemType*& AccessNext(ItemType* item) { return item->m_NextPool; }
};
/*
@ -8343,8 +8347,9 @@ private:
VMA_ATOMIC_UINT32 m_GpuDefragmentationMemoryTypeBits; // UINT32_MAX means uninitialized.
VMA_RW_MUTEX m_PoolsMutex;
// Protected by m_PoolsMutex. Sorted by pointer value.
VmaVector<VmaPool, VmaStlAllocator<VmaPool> > m_Pools;
typedef VmaIntrusiveLinkedList<VmaPoolListItemTraits> PoolList;
// Protected by m_PoolsMutex.
PoolList m_Pools;
uint32_t m_NextPoolId;
VmaVulkanFunctions m_VulkanFunctions;
@ -12852,6 +12857,7 @@ VmaPool_T::VmaPool_T(
VmaPool_T::~VmaPool_T()
{
VMA_ASSERT(m_PrevPool == VMA_NULL && m_NextPool == VMA_NULL);
}
void VmaPool_T::SetName(const char* pName)
@ -15976,7 +15982,6 @@ VmaAllocator_T::VmaAllocator_T(const VmaAllocatorCreateInfo* pCreateInfo) :
m_PhysicalDevice(pCreateInfo->physicalDevice),
m_CurrentFrameIndex(0),
m_GpuDefragmentationMemoryTypeBits(UINT32_MAX),
m_Pools(VmaStlAllocator<VmaPool>(GetAllocationCallbacks())),
m_NextPoolId(0),
m_GlobalMemoryTypeBits(UINT32_MAX)
#if VMA_RECORDING_ENABLED
@ -16158,7 +16163,7 @@ VmaAllocator_T::~VmaAllocator_T()
}
#endif
VMA_ASSERT(m_Pools.empty());
VMA_ASSERT(m_Pools.IsEmpty());
for(size_t memTypeIndex = GetMemoryTypeCount(); memTypeIndex--; )
{
@ -17003,9 +17008,9 @@ void VmaAllocator_T::CalculateStats(VmaStats* pStats)
// Process custom pools.
{
VmaMutexLockRead lock(m_PoolsMutex, m_UseMutex);
for(size_t poolIndex = 0, poolCount = m_Pools.size(); poolIndex < poolCount; ++poolIndex)
for(VmaPool pool = m_Pools.Front(); pool != VMA_NULL; pool = m_Pools.GetNext(pool))
{
m_Pools[poolIndex]->m_BlockVector.AddStats(pStats);
pool->m_BlockVector.AddStats(pStats);
}
}
@ -17300,7 +17305,7 @@ VkResult VmaAllocator_T::CreatePool(const VmaPoolCreateInfo* pCreateInfo, VmaPoo
{
VmaMutexLockWrite lock(m_PoolsMutex, m_UseMutex);
(*pPool)->SetId(m_NextPoolId++);
VmaVectorInsertSorted<VmaPointerLess>(m_Pools, *pPool);
m_Pools.PushBack(*pPool);
}
return VK_SUCCESS;
@ -17311,8 +17316,7 @@ void VmaAllocator_T::DestroyPool(VmaPool pool)
// Remove from m_Pools.
{
VmaMutexLockWrite lock(m_PoolsMutex, m_UseMutex);
bool success = VmaVectorRemoveSorted<VmaPointerLess>(m_Pools, pool);
VMA_ASSERT(success && "Pool not found in Allocator.");
m_Pools.Remove(pool);
}
vma_delete(this, pool);
@ -17377,11 +17381,11 @@ VkResult VmaAllocator_T::CheckCorruption(uint32_t memoryTypeBits)
// Process custom pools.
{
VmaMutexLockRead lock(m_PoolsMutex, m_UseMutex);
for(size_t poolIndex = 0, poolCount = m_Pools.size(); poolIndex < poolCount; ++poolIndex)
for(VmaPool pool = m_Pools.Front(); pool != VMA_NULL; pool = m_Pools.GetNext(pool))
{
if(((1u << m_Pools[poolIndex]->m_BlockVector.GetMemoryTypeIndex()) & memoryTypeBits) != 0)
if(((1u << pool->m_BlockVector.GetMemoryTypeIndex()) & memoryTypeBits) != 0)
{
VkResult localRes = m_Pools[poolIndex]->m_BlockVector.CheckCorruption();
VkResult localRes = pool->m_BlockVector.CheckCorruption();
switch(localRes)
{
case VK_ERROR_FEATURE_NOT_PRESENT:
@ -18015,18 +18019,17 @@ void VmaAllocator_T::PrintDetailedMap(VmaJsonWriter& json)
// Custom pools
{
VmaMutexLockRead lock(m_PoolsMutex, m_UseMutex);
const size_t poolCount = m_Pools.size();
if(poolCount > 0)
if(!m_Pools.IsEmpty())
{
json.WriteString("Pools");
json.BeginObject();
for(size_t poolIndex = 0; poolIndex < poolCount; ++poolIndex)
for(VmaPool pool = m_Pools.Front(); pool != VMA_NULL; pool = m_Pools.GetNext(pool))
{
json.BeginString();
json.ContinueString(m_Pools[poolIndex]->GetId());
json.ContinueString(pool->GetId());
json.EndString();
m_Pools[poolIndex]->m_BlockVector.PrintDetailedMap(json);
pool->m_BlockVector.PrintDetailedMap(json);
}
json.EndObject();
}