
Default implementations allow for more optimizations. See: https://pvs-studio.com/en/docs/warnings/v832/
50 lines
1.2 KiB
C++
50 lines
1.2 KiB
C++
/*
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* Copyright (c) 2020, Andreas Kling <kling@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <AK/Badge.h>
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#include <LibJS/Heap/BlockAllocator.h>
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#include <LibJS/Heap/CellAllocator.h>
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#include <LibJS/Heap/Heap.h>
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#include <LibJS/Heap/HeapBlock.h>
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namespace JS {
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CellAllocator::CellAllocator(size_t cell_size)
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: m_cell_size(cell_size)
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{
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}
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Cell* CellAllocator::allocate_cell(Heap& heap)
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{
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if (m_usable_blocks.is_empty()) {
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auto block = HeapBlock::create_with_cell_size(heap, m_cell_size);
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m_usable_blocks.append(*block.leak_ptr());
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}
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auto& block = *m_usable_blocks.last();
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auto* cell = block.allocate();
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VERIFY(cell);
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if (block.is_full())
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m_full_blocks.append(*m_usable_blocks.last());
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return cell;
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}
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void CellAllocator::block_did_become_empty(Badge<Heap>, HeapBlock& block)
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{
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auto& heap = block.heap();
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block.m_list_node.remove();
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// NOTE: HeapBlocks are managed by the BlockAllocator, so we don't want to `delete` the block here.
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block.~HeapBlock();
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heap.block_allocator().deallocate_block(&block);
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}
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void CellAllocator::block_did_become_usable(Badge<Heap>, HeapBlock& block)
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{
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VERIFY(!block.is_full());
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m_usable_blocks.append(block);
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}
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}
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