/**************************************************************************/ /* pooled_list.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef POOLED_LIST_H #define POOLED_LIST_H // Simple template to provide a pool with O(1) allocate and free. // The freelist could alternatively be a linked list placed within the unused elements // to use less memory, however a separate freelist is probably more cache friendly. // NOTE : Take great care when using this with non POD types. The construction and destruction // is done in the LocalVector, NOT as part of the pool. So requesting a new item does not guarantee // a constructor is run, and free does not guarantee a destructor. // You should generally handle clearing // an item explicitly after a request, as it may contain 'leftovers'. // This is by design for fastest use in the BVH. If you want a more general pool // that does call constructors / destructors on request / free, this should probably be // a separate template. // The zero_on_first_request feature is optional and is useful for e.g. pools of handles, // which may use a ref count which we want to be initialized to zero the first time a handle is created, // but left alone on subsequent allocations (as will typically be incremented). // Note that there is no function to compact the pool - this would // invalidate any existing pool IDs held externally. // Compaction can be done but would rely on a more complex method // of preferentially giving out lower IDs in the freelist first. #include "core/templates/local_vector.h" template <typename T, typename U = uint32_t, bool force_trivial = false, bool zero_on_first_request = false> class PooledList { … }; // a pooled list which automatically keeps a list of the active members template <typename T, typename U = uint32_t, bool force_trivial = false, bool zero_on_first_request = false> class TrackedPooledList { … }; #endif // POOLED_LIST_H