Files
blender/source/blender/blenlib/BLI_array.hh
Jacques Lucke 9bb7d6ed68 BLI: put C++ data structures in "blender" namespace instead of "BLI"
We plan to use the "blender" namespace in other modules as well.
2020-06-09 10:27:24 +02:00

347 lines
8.0 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef __BLI_ARRAY_HH__
#define __BLI_ARRAY_HH__
/** \file
* \ingroup bli
*
* A `blender::Array<T>` is a container for a fixed size array the size of which is NOT known at
* compile time.
*
* If the size is known at compile time, `std::array<T, N>` should be used instead.
*
* blender::Array should usually be used instead of blender::Vector whenever the number of elements
* is known at construction time. Note however, that blender::Array will default construct all
* elements when initialized with the size-constructor. For trivial types, this does nothing. In
* all other cases, this adds overhead. If this becomes a problem, a different constructor which
* does not do default construction can be added.
*
* A main benefit of using Array over Vector is that it expresses the intent of the developer
* better. It indicates that the size of the data structure is not expected to change. Furthermore,
* you can be more certain that an array does not overallocate.
*
* blender::Array supports small object optimization to improve performance when the size turns out
* to be small at run-time.
*/
#include "BLI_allocator.hh"
#include "BLI_array_ref.hh"
#include "BLI_index_range.hh"
#include "BLI_memory_utils.hh"
#include "BLI_utildefines.h"
namespace blender {
template<
/**
* The type of the values stored in the array.
*/
typename T,
/**
* The number of values that can be stored in the array, without doing a heap allocation.
*
* When T is large, the small buffer optimization is disabled by default to avoid large
* unexpected allocations on the stack. It can still be enabled explicitely though.
*/
uint InlineBufferCapacity = (sizeof(T) < 100) ? 4 : 0,
/**
* The allocator used by this array. Should rarely be changed, except when you don't want that
* MEM_* functions are used internally.
*/
typename Allocator = GuardedAllocator>
class Array {
private:
/** The beginning of the array. It might point into the inline buffer. */
T *m_data;
/** Number of elements in the array. */
uint m_size;
/** Used for allocations when the inline buffer is too small. */
Allocator m_allocator;
/** A placeholder buffer that will remain uninitialized until it is used. */
AlignedBuffer<sizeof(T) * InlineBufferCapacity, alignof(T)> m_inline_buffer;
public:
/**
* By default an empty array is created.
*/
Array()
{
m_data = this->inline_buffer();
m_size = 0;
}
/**
* Create a new array that contains copies of all values.
*/
Array(ArrayRef<T> values)
{
m_size = values.size();
m_data = this->get_buffer_for_size(values.size());
uninitialized_copy_n(values.data(), m_size, m_data);
}
/**
* Create a new array that contains copies of all values.
*/
Array(const std::initializer_list<T> &values) : Array(ArrayRef<T>(values))
{
}
/**
* Create a new array with the given size. All values will be default constructed. For trivial
* types like int, default construction does nothing.
*
* We might want another version of this in the future, that does not do default construction
* even for non-trivial types. This should not be the default though, because one can easily mess
* up when dealing with uninitialized memory.
*/
explicit Array(uint size)
{
m_size = size;
m_data = this->get_buffer_for_size(size);
default_construct_n(m_data, size);
}
/**
* Create a new array with the given size. All values will be initialized by copying the given
* default.
*/
Array(uint size, const T &value)
{
m_size = size;
m_data = this->get_buffer_for_size(size);
uninitialized_fill_n(m_data, m_size, value);
}
Array(const Array &other) : m_allocator(other.m_allocator)
{
m_size = other.size();
m_data = this->get_buffer_for_size(other.size());
uninitialized_copy_n(other.data(), m_size, m_data);
}
Array(Array &&other) noexcept : m_allocator(other.m_allocator)
{
m_size = other.m_size;
if (!other.uses_inline_buffer()) {
m_data = other.m_data;
}
else {
m_data = this->get_buffer_for_size(m_size);
uninitialized_relocate_n(other.m_data, m_size, m_data);
}
other.m_data = other.inline_buffer();
other.m_size = 0;
}
~Array()
{
destruct_n(m_data, m_size);
if (!this->uses_inline_buffer()) {
m_allocator.deallocate((void *)m_data);
}
}
Array &operator=(const Array &other)
{
if (this == &other) {
return *this;
}
this->~Array();
new (this) Array(other);
return *this;
}
Array &operator=(Array &&other)
{
if (this == &other) {
return *this;
}
this->~Array();
new (this) Array(std::move(other));
return *this;
}
operator ArrayRef<T>() const
{
return ArrayRef<T>(m_data, m_size);
}
operator MutableArrayRef<T>()
{
return MutableArrayRef<T>(m_data, m_size);
}
ArrayRef<T> as_ref() const
{
return *this;
}
MutableArrayRef<T> as_mutable_ref()
{
return *this;
}
T &operator[](uint index)
{
BLI_assert(index < m_size);
return m_data[index];
}
const T &operator[](uint index) const
{
BLI_assert(index < m_size);
return m_data[index];
}
/**
* Returns the number of elements in the array.
*/
uint size() const
{
return m_size;
}
/**
* Returns true when the number of elements in the array is zero.
*/
bool is_empty() const
{
return m_size == 0;
}
/**
* Copies the value to all indices in the array.
*/
void fill(const T &value)
{
initialized_fill_n(m_data, m_size, value);
}
/**
* Copies the value to the given indices in the array.
*/
void fill_indices(ArrayRef<uint> indices, const T &value)
{
MutableArrayRef<T>(*this).fill_indices(indices, value);
}
/**
* Get a pointer to the beginning of the array.
*/
const T *data() const
{
return m_data;
}
T *data()
{
return m_data;
}
const T *begin() const
{
return m_data;
}
const T *end() const
{
return m_data + m_size;
}
T *begin()
{
return m_data;
}
T *end()
{
return m_data + m_size;
}
/**
* Get an index range containing all valid indices for this array.
*/
IndexRange index_range() const
{
return IndexRange(m_size);
}
/**
* Sets the size to zero. This should only be used when you have manually destructed all elements
* in the array beforehand. Use with care.
*/
void clear_without_destruct()
{
m_size = 0;
}
/**
* Access the allocator used by this array.
*/
Allocator &allocator()
{
return m_allocator;
}
/**
* Get the value of the InlineBufferCapacity template argument. This is the number of elements
* that can be stored without doing an allocation.
*/
static uint inline_buffer_capacity()
{
return InlineBufferCapacity;
}
private:
T *get_buffer_for_size(uint size)
{
if (size <= InlineBufferCapacity) {
return this->inline_buffer();
}
else {
return this->allocate(size);
}
}
T *inline_buffer() const
{
return (T *)m_inline_buffer.ptr();
}
T *allocate(uint size)
{
return (T *)m_allocator.allocate(size * sizeof(T), alignof(T), AT);
}
bool uses_inline_buffer() const
{
return m_data == this->inline_buffer();
}
};
} // namespace blender
#endif /* __BLI_ARRAY_HH__ */