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Comments (24)
- windenntwAnd that's why AmigaOS allowed a MEMF_REVERSE option in the call to the memory allocator ( http://amigadev.elowar.com/read/ADCD_2.1/Includes_and_Autodo... )Sometime in 95 or 96 recall making a very very simple OS patch that would force all allocations > X size ( 1KB or something like that ) to use MEMF_REVERSE and that made wonders to reduce memory fragmentation :)
- Panzerschrek> Imagine that you had a streaming world game where as the player ran around the world, old level geometry would deallocate, and new level geometry would allocate and stream in from disk.In such case stack-like allocator isn't the best strategy. One can use some sort of cyclic allocator instead. As I know Quake did this for surfaces cache.
- hn_submitWhy not a seperate stack allocator for each type of object? Here you use two object types so you can use a double-headed stack allocator, but what if you have three type of objects?
- saagarjhaThis kind of pattern is pretty common when dealing with pipelining of some kind. Another solution I’ve implemented before when dealing with streaming weights into a GPU is that you mirror map the region twice and hand out pointers in order from the first region but allowing it to wrap around to the front using virtual addressing. I’ve found this to be slightly more powerful as it allows for allocating multiple stages ahead, since you don’t run out of “sides” to allocate from. The double sided allocator unfortunately only really allows for 1 extra stage for your pipeline.
- monocasaThis is pretty much the old school single threaded unix process model, where the heap grows up from the end of bss and the stack grows down from the top of the process.
- bob1029I'd argue that incremental GC isn't actually that bad. The lifetime of an object can be more confounding that it might seem at first glance. It is really easy for a game design decision to alter these lifetimes arbitrarily. Even if you know something is going to live for one frame only, it's not like you are surrendering the entire kingdom if you fail to exploit the optimization opportunity.There are a lot of other problems to worry about in game dev. Manual memory management is a luxury mostly exclusive to larger studios. Solo developers won't make to the actual runway if they try to fight these kinds of technical battles on principled terms. You often need a lot of samples (paying customers / large QA team) to prove these custom schemes are viable. For better or worse, the cranky old GC might be the lowest risk option. A few late frames is a hell of a lot less disruptive to the gamer than a crash.
- tyushkThe single stack allocator seems to be an arena by other terms, but the double headed version is pretty neat.Is the final pattern described actually safe for multi-threaded use? Something like the stack has exactly 1 byte left, T1 allocates the dynamic end with 1 byte (dynamic object just happened to be 1 byte, say) and T2 allocates the fixed size end with 1 byte. Wouldn't they end up overlapping in that case?
- HexDecOctBin> You might ask “why not have two stack allocators instead of a double headed one?” The main benefit is when you are memory constrained and know that the size of one stack allocator is enough to serve two systems, but the proportion of memory that goes to one side vs the other is flexible.This doesn't make a lot of sense. Solving `x <= X, y <= Y` is much easier than solving `x + y <= Z`. If you put a limit on both the size of in-core level data (perhaps using a Cell based system) and on character data in the asset pipeline itself, that is much better than to ensure that all the various combinations of level sizes and character sizes are compatible and won't end up trampling over each other.
- WoodiOne thing to mention is that stack structure or multiple stacks on the heap are very fast garbage collection, much faster than any search-mark-sweap can be.Also worth to mention that in stack fast "deallocation" memory (usually) is not zeroed or cleared so it is very internal architecture...
- Panzerschrek> Once again, these allocators work fine in multithreaded environmentsHow? As I understand, for such double-headed allocator to be multithreaded one needs to update two counters atomically, which is tricky.
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- lampcord[flagged]