
This was a premature optimization from the early days of SerenityOS. The eternal heap was a simple bump pointer allocator over a static byte array. My original idea was to avoid heap fragmentation and improve data locality, but both ideas were rooted in cargo culting, not data. We would reserve 4 MiB at boot and only ended up using ~256 KiB, wasting the rest. This patch replaces all kmalloc_eternal() usage by regular kmalloc().
68 lines
2 KiB
C++
68 lines
2 KiB
C++
/*
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* Copyright (c) 2021, Liav A. <liavalb@hotmail.co.il>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Badge.h>
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#include <AK/Error.h>
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#include <AK/NonnullRefPtrVector.h>
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#include <AK/OwnPtr.h>
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#include <AK/RefPtr.h>
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#include <AK/Time.h>
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#include <AK/Types.h>
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#include <Kernel/API/TimePage.h>
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#include <Kernel/Arch/RegisterState.h>
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#include <Kernel/Devices/CharacterDevice.h>
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#include <Kernel/Devices/ConsoleDevice.h>
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#include <Kernel/Devices/Device.h>
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#include <Kernel/Devices/NullDevice.h>
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#include <Kernel/UnixTypes.h>
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namespace Kernel {
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class DeviceManagement {
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public:
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DeviceManagement();
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static void initialize();
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static DeviceManagement& the();
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void attach_null_device(NullDevice const&);
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bool is_console_device_attached() const { return !m_console_device.is_null(); }
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void attach_console_device(ConsoleDevice const&);
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// FIXME: Once we have a singleton for managing many sound cards, remove this from here
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void attach_audio_device(CharacterDevice const&);
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void after_inserting_device(Badge<Device>, Device&);
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void before_device_removal(Badge<Device>, Device&);
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void for_each(Function<void(Device&)>);
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Device* get_device(MajorNumber major, MinorNumber minor);
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NullDevice const& null_device() const;
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NullDevice& null_device();
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ConsoleDevice const& console_device() const;
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ConsoleDevice& console_device();
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template<typename DeviceType, typename... Args>
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static inline ErrorOr<NonnullRefPtr<DeviceType>> try_create_device(Args&&... args)
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{
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auto device = TRY(adopt_nonnull_ref_or_enomem(new DeviceType(forward<Args>(args)...)));
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device->after_inserting();
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return device;
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}
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private:
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RefPtr<NullDevice> m_null_device;
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RefPtr<ConsoleDevice> m_console_device;
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// FIXME: Once we have a singleton for managing many sound cards, remove this from here
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NonnullRefPtrVector<CharacterDevice, 1> m_audio_devices;
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MutexProtected<HashMap<u64, Device*>> m_devices;
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};
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}
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