removed some of the slab's initial heavy debugging. we now merge the links into the slab itself resulting in zero overhead per buffer with MergedLink strategy.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@20841 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@@ -58,6 +58,7 @@ typedef struct cache_object_link {
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typedef struct cache_slab {
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void *pages;
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size_t count, size;
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size_t offset;
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cache_object_link *free;
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struct list_link link;
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} cache_slab;
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@@ -73,11 +74,11 @@ void base_cache_destroy(base_cache *cache,
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void base_cache_low_memory(base_cache *cache, int32 level,
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void (*return_slab)(base_cache *, cache_slab *));
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cache_object_link *base_cache_allocate_object(base_cache *cache);
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cache_object_link *base_cache_allocate_object_with_new_slab(base_cache *cache,
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void *base_cache_allocate_object(base_cache *cache);
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void *base_cache_allocate_object_with_new_slab(base_cache *cache,
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cache_slab *slab);
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int base_cache_return_object(base_cache *cache, cache_slab *slab,
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cache_object_link *link);
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void *object);
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typedef status_t (*base_cache_owner_prepare)(void *parent,
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cache_slab *slab, void *object);
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@@ -86,15 +87,13 @@ typedef void (*base_cache_owner_unprepare)(void *parent, cache_slab *slab,
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cache_slab *base_cache_construct_slab(base_cache *cache, cache_slab *slab,
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void *pages, size_t byte_count, void *parent,
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cache_object_link *(*get_link)(void *parent, void *object),
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base_cache_owner_prepare prepare, base_cache_owner_unprepare unprepare);
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void base_cache_destruct_slab(base_cache *cache, cache_slab *slab);
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void base_cache_destruct_slab(base_cache *cache, cache_slab *slab,
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void *parent, base_cache_owner_unprepare unprepare);
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#ifdef __cplusplus
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}
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typedef std::pair<cache_slab *, cache_object_link *> CacheObjectInfo;
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// Slab implementation, glues together the frontend, backend as
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// well as the Slab strategy used.
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template<typename Strategy>
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@@ -109,8 +108,8 @@ public:
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: fStrategy(this)
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{
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if (benaphore_init(&fLock, name) >= B_OK) {
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base_cache_init(this, name, Strategy::RequiredSpace(objectSize),
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alignment, constructor, destructor, cookie);
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base_cache_init(this, name, objectSize, alignment, constructor,
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destructor, cookie);
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register_low_memory_handler(_LowMemory, this, 0);
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}
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}
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@@ -131,29 +130,29 @@ public:
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{
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BenaphoreLocker _(fLock);
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cache_object_link *link = base_cache_allocate_object(this);
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void *object = base_cache_allocate_object(this);
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// if the cache is returning NULL it is because it ran out of slabs
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if (link == NULL) {
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if (object == NULL) {
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cache_slab *newSlab = fStrategy.NewSlab(flags);
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if (newSlab == NULL)
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return NULL;
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link = base_cache_allocate_object_with_new_slab(this, newSlab);
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if (link == NULL)
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object = base_cache_allocate_object_with_new_slab(this, newSlab);
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if (object == NULL)
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panic("cache: failed to allocate with an empty slab");
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}
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return fStrategy.Object(link);
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return object;
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}
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void ReturnObject(void *object)
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{
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BenaphoreLocker _(fLock);
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CacheObjectInfo location = fStrategy.ObjectInformation(object);
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cache_slab *slab = fStrategy.ObjectSlab(object);
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if (base_cache_return_object(this, location.first, location.second))
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fStrategy.ReturnSlab(location.first);
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if (base_cache_return_object(this, slab, object))
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fStrategy.ReturnSlab(slab);
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}
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private:
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