194 lines
7.5 KiB
C#
194 lines
7.5 KiB
C#
// Copyright (c) Microsoft. All rights reserved.
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// Licensed under the MIT license. See LICENSE file in the project root for full license information.
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using System.Collections.Concurrent;
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using System.Diagnostics;
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namespace System.Buffers
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{
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/// <summary>
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/// Used to allocate and distribute re-usable blocks of memory.
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/// </summary>
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internal class SlabMemoryPool : MemoryPool<byte>
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{
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/// <summary>
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/// The size of a block. 4096 is chosen because most operating systems use 4k pages.
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/// </summary>
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private const int _blockSize = 4096;
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/// <summary>
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/// Allocating 32 contiguous blocks per slab makes the slab size 128k. This is larger than the 85k size which will place the memory
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/// in the large object heap. This means the GC will not try to relocate this array, so the fact it remains pinned does not negatively
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/// affect memory management's compactification.
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/// </summary>
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private const int _blockCount = 32;
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/// <summary>
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/// Max allocation block size for pooled blocks,
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/// larger values can be leased but they will be disposed after use rather than returned to the pool.
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/// </summary>
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public override int MaxBufferSize { get; } = _blockSize;
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/// <summary>
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/// 4096 * 32 gives you a slabLength of 128k contiguous bytes allocated per slab
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/// </summary>
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private static readonly int _slabLength = _blockSize * _blockCount;
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/// <summary>
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/// Thread-safe collection of blocks which are currently in the pool. A slab will pre-allocate all of the block tracking objects
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/// and add them to this collection. When memory is requested it is taken from here first, and when it is returned it is re-added.
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/// </summary>
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private readonly ConcurrentQueue<MemoryPoolBlock> _blocks = new ConcurrentQueue<MemoryPoolBlock>();
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/// <summary>
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/// Thread-safe collection of slabs which have been allocated by this pool. As long as a slab is in this collection and slab.IsActive,
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/// the blocks will be added to _blocks when returned.
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/// </summary>
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private readonly ConcurrentStack<MemoryPoolSlab> _slabs = new ConcurrentStack<MemoryPoolSlab>();
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/// <summary>
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/// This is part of implementing the IDisposable pattern.
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/// </summary>
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private bool _disposedValue = false; // To detect redundant calls
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/// <summary>
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/// This default value passed in to Rent to use the default value for the pool.
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/// </summary>
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private const int AnySize = -1;
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public override IMemoryOwner<byte> Rent(int size = AnySize)
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{
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if (size == AnySize) size = _blockSize;
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else if (size > _blockSize)
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{
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ThrowHelper.ThrowArgumentOutOfRangeException_BufferRequestTooLarge(_blockSize);
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}
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var block = Lease();
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return block;
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}
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/// <summary>
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/// Called to take a block from the pool.
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/// </summary>
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/// <returns>The block that is reserved for the called. It must be passed to Return when it is no longer being used.</returns>
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private MemoryPoolBlock Lease()
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{
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Debug.Assert(!_disposedValue, "Block being leased from disposed pool!");
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if (_blocks.TryDequeue(out MemoryPoolBlock block))
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{
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// block successfully taken from the stack - return it
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block.Lease();
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return block;
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}
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// no blocks available - grow the pool
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block = AllocateSlab();
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block.Lease();
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return block;
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}
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/// <summary>
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/// Internal method called when a block is requested and the pool is empty. It allocates one additional slab, creates all of the
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/// block tracking objects, and adds them all to the pool.
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/// </summary>
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private MemoryPoolBlock AllocateSlab()
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{
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var slab = MemoryPoolSlab.Create(_slabLength);
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_slabs.Push(slab);
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var basePtr = slab.NativePointer;
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// Page align the blocks
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var firstOffset = (int)((((ulong)basePtr + (uint)_blockSize - 1) & ~((uint)_blockSize - 1)) - (ulong)basePtr);
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// Ensure page aligned
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Debug.Assert((((ulong)basePtr + (uint)firstOffset) & (uint)(_blockSize - 1)) == 0);
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var blockAllocationLength = ((_slabLength - firstOffset) & ~(_blockSize - 1));
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var offset = firstOffset;
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for (;
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offset + _blockSize < blockAllocationLength;
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offset += _blockSize)
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{
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var block = new MemoryPoolBlock(
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this,
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slab,
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offset,
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_blockSize);
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#if BLOCK_LEASE_TRACKING
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block.IsLeased = true;
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#endif
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Return(block);
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}
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Debug.Assert(offset + _blockSize - firstOffset == blockAllocationLength);
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// return last block rather than adding to pool
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var newBlock = new MemoryPoolBlock(
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this,
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slab,
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offset,
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_blockSize);
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return newBlock;
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}
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/// <summary>
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/// Called to return a block to the pool. Once Return has been called the memory no longer belongs to the caller, and
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/// Very Bad Things will happen if the memory is read of modified subsequently. If a caller fails to call Return and the
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/// block tracking object is garbage collected, the block tracking object's finalizer will automatically re-create and return
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/// a new tracking object into the pool. This will only happen if there is a bug in the server, however it is necessary to avoid
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/// leaving "dead zones" in the slab due to lost block tracking objects.
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/// </summary>
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/// <param name="block">The block to return. It must have been acquired by calling Lease on the same memory pool instance.</param>
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internal void Return(MemoryPoolBlock block)
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{
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#if BLOCK_LEASE_TRACKING
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Debug.Assert(block.Pool == this, "Returned block was not leased from this pool");
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Debug.Assert(block.IsLeased, $"Block being returned to pool twice: {block.Leaser}{Environment.NewLine}");
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block.IsLeased = false;
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#endif
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if (block.Slab != null && block.Slab.IsActive)
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{
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_blocks.Enqueue(block);
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}
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else
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{
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GC.SuppressFinalize(block);
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}
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}
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protected override void Dispose(bool disposing)
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{
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if (!_disposedValue)
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{
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_disposedValue = true;
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#if DEBUG && !INNER_LOOP
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GC.Collect();
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GC.WaitForPendingFinalizers();
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GC.Collect();
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#endif
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if (disposing)
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{
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while (_slabs.TryPop(out MemoryPoolSlab slab))
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{
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// dispose managed state (managed objects).
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slab.Dispose();
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}
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}
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// Discard blocks in pool
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while (_blocks.TryDequeue(out MemoryPoolBlock block))
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{
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GC.SuppressFinalize(block);
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}
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// N/A: free unmanaged resources (unmanaged objects) and override a finalizer below.
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// N/A: set large fields to null.
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}
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}
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}
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}
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