(svn r15556) -Change: don't temporary malloc+free when encoding sprites, just reuse the same piece of allocated memory for each encoding.

This commit is contained in:
rubidium 2009-02-23 17:54:02 +00:00
parent 0c1b8ea602
commit 3ba802e995
4 changed files with 66 additions and 23 deletions

View File

@ -113,7 +113,12 @@ Sprite *Blitter_8bppOptimized::Encode(SpriteLoader::Sprite *sprite, Blitter::All
/* We have no idea how much memory we really need, so just guess something */
memory *= 5;
SpriteData *temp_dst = (SpriteData *)MallocT<byte>(memory);
/* Don't allocate memory each time, but just keep some
* memory around as this function is called quite often
* and the memory usage is quite low. */
static ReusableBuffer<byte> temp_buffer;
SpriteData *temp_dst = (SpriteData *)temp_buffer.Allocate(memory);
byte *dst = temp_dst->data;
/* Make the sprites per zoom-level */
@ -195,7 +200,6 @@ Sprite *Blitter_8bppOptimized::Encode(SpriteLoader::Sprite *sprite, Blitter::All
dest_sprite->x_offs = sprite->x_offs;
dest_sprite->y_offs = sprite->y_offs;
memcpy(dest_sprite->data, temp_dst, size);
free(temp_dst);
return dest_sprite;
}

View File

@ -70,6 +70,61 @@ struct SmallStackSafeStackAlloc {
}
};
/**
* A reusable buffer that can be used for places that temporary allocate
* a bit of memory and do that very often, or for places where static
* memory is allocated that might need to be reallocated sometimes.
*
* Every time Allocate or ZeroAllocate is called previous results of both
* functions will become invalid.
*/
template <typename T>
class ReusableBuffer {
private:
T *buffer; ///< The real data buffer
size_t count; ///< Number of T elements in the buffer
public:
/** Create a new buffer */
ReusableBuffer() : buffer(NULL), count(0) {}
/** Clear the buffer */
~ReusableBuffer() { free(this->buffer); }
/**
* Get buffer of at least count times T.
* @note the buffer might be bigger
* @note calling this function invalidates any previous buffers given
* @param count the minimum buffer size
* @return the buffer
*/
T *Allocate(size_t count)
{
if (this->count < count) {
free(this->buffer);
this->buffer = MallocT<T>(count);
}
return this->buffer;
}
/**
* Get buffer of at least count times T with zeroed memory.
* @note the buffer might be bigger
* @note calling this function invalidates any previous buffers given
* @param count the minimum buffer size
* @return the buffer
*/
T *ZeroAllocate(size_t count)
{
if (this->count < count) {
free(this->buffer);
this->buffer = CallocT<T>(count);
} else {
memset(this->buffer, 0, sizeof(T) * count);
}
return this->buffer;
}
};
/**
* Base class that provides memory initialization on dynamically created objects.
* All allocated memory will be zeroed.

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@ -560,17 +560,4 @@ void GfxInitSpriteMem()
_compact_cache_counter = 0;
}
void SpriteLoader::Sprite::AllocateData(size_t size)
{
if (Sprite::size < size) {
Sprite::size = size;
Sprite::mem = ReallocT<SpriteLoader::CommonPixel>(Sprite::mem, Sprite::size);
}
memset(Sprite::mem, 0, sizeof(SpriteLoader::CommonPixel) * size);
this->data = Sprite::mem;
}
/* static */ SpriteLoader::CommonPixel *SpriteLoader::Sprite::mem = NULL;
/* static */ size_t SpriteLoader::Sprite::size = 0;
/* static */ ReusableBuffer<SpriteLoader::CommonPixel> SpriteLoader::Sprite::buffer;

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@ -5,6 +5,8 @@
#ifndef SPRITELOADER_HPP
#define SPRITELOADER_HPP
#include "../core/alloc_type.hpp"
class SpriteLoader {
public:
struct CommonPixel {
@ -22,9 +24,6 @@ public:
* This to prevent thousands of malloc + frees just to load a sprite.
*/
struct Sprite {
Sprite() : data(NULL) {}
~Sprite() { assert(this->data == NULL || this->data == Sprite::mem); }
uint16 height; ///< Height of the sprite
uint16 width; ///< Width of the sprite
int16 x_offs; ///< The x-offset of where the sprite will be drawn
@ -35,12 +34,10 @@ public:
* Allocate the sprite data of this sprite.
* @param size the minimum size of the data field.
*/
void AllocateData(size_t size);
void AllocateData(size_t size) { this->data = Sprite::buffer.ZeroAllocate(size); }
private:
/** Allocated memory to pass sprite data around */
static SpriteLoader::CommonPixel *mem;
/** Size (in items) of the above memory. */
static size_t size;
static ReusableBuffer<SpriteLoader::CommonPixel> buffer;
};
/**