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