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// Licensed to the Apache Software Foundation (ASF) under one // or more contributor license agreements. See the NOTICE file // distributed with this work for additional information // regarding copyright ownership. The ASF licenses this file // to you under the Apache License, Version 2.0 (the // "License"); you may not use this file except in compliance // with the License. You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, // software distributed under the License is distributed on an // "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the License for the // specific language governing permissions and limitations // under the License. #pragma once #include #include #include #include #include "arrow/memory_pool.h" #include "arrow/status.h" #include "gandiva/arrow.h" namespace gandiva { /// \brief Simple arena allocator. /// /// Memory is allocated from system in units of chunk-size, and dished out in the /// requested sizes. If the requested size > chunk-size, allocate directly from the /// system. /// /// The allocated memory gets released only when the arena is destroyed, or on /// Reset. /// /// This code is not multi-thread safe, and avoids all locking for efficiency. /// class SimpleArena { public: explicit SimpleArena(arrow::MemoryPool* pool, int64_t min_chunk_size = 4096); ~SimpleArena(); // Allocate buffer of requested size. uint8_t* Allocate(int64_t size); // Reset arena state. void Reset(); // total bytes allocated from system. int64_t total_bytes() { return total_bytes_; } // total bytes available for allocations. int64_t avail_bytes() { return avail_bytes_; } private: struct Chunk { Chunk(uint8_t* buf, int64_t size) : buf_(buf), size_(size) {} uint8_t* buf_; int64_t size_; }; // Allocate new chunk. arrow::Status AllocateChunk(int64_t size); // release memory from buffers. void ReleaseChunks(bool retain_first); // Memory pool used for allocs. arrow::MemoryPool* pool_; // The chunk-size used for allocations from system. int64_t min_chunk_size_; // Total bytes allocated from system. int64_t total_bytes_; // Bytes available from allocated chunk. int64_t avail_bytes_; // buffer from current chunk. uint8_t* avail_buf_; // List of allocated chunks. std::vector chunks_; }; inline SimpleArena::SimpleArena(arrow::MemoryPool* pool, int64_t min_chunk_size) : pool_(pool), min_chunk_size_(min_chunk_size), total_bytes_(0), avail_bytes_(0), avail_buf_(NULL) {} inline SimpleArena::~SimpleArena() { ReleaseChunks(false /*retain_first*/); } inline uint8_t* SimpleArena::Allocate(int64_t size) { if (avail_bytes_ < size) { auto status = AllocateChunk(std::max(size, min_chunk_size_)); if (!status.ok()) { return NULL; } } uint8_t* ret = avail_buf_; avail_buf_ += size; avail_bytes_ -= size; return ret; } inline arrow::Status SimpleArena::AllocateChunk(int64_t size) { uint8_t* out; auto status = pool_->Allocate(size, &out); ARROW_RETURN_NOT_OK(status); chunks_.emplace_back(out, size); avail_buf_ = out; avail_bytes_ = size; // left-over bytes in the previous chunk cannot be used anymore. total_bytes_ += size; return arrow::Status::OK(); } // In the most common case, a chunk will be allocated when processing the first record. // And, the same chunk can be used for processing the remaining records in the batch. // By retaining the first chunk, the number of malloc calls are reduced to one per batch, // instead of one per record. inline void SimpleArena::Reset() { if (chunks_.size() == 0) { // if there are no chunks, nothing to do. return; } // Release all but the first chunk. if (chunks_.size() > 1) { ReleaseChunks(true); chunks_.erase(chunks_.begin() + 1, chunks_.end()); } avail_buf_ = chunks_.at(0).buf_; avail_bytes_ = total_bytes_ = chunks_.at(0).size_; } inline void SimpleArena::ReleaseChunks(bool retain_first) { for (auto& chunk : chunks_) { if (retain_first) { // skip freeing first chunk. retain_first = false; continue; } pool_->Free(chunk.buf_, chunk.size_); } } } // namespace gandiva