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#include "mupdf/fitz.h"
typedef struct fz_item_s fz_item;
struct fz_item_s
{
void *key;
fz_storable *val;
unsigned int size;
fz_item *next;
fz_item *prev;
fz_store *store;
fz_store_type *type;
};
struct fz_store_s
{
int refs;
/* Every item in the store is kept in a doubly linked list, ordered
* by usage (so LRU entries are at the end). */
fz_item *head;
fz_item *tail;
/* We have a hash table that allows to quickly find a subset of the
* entries (those whose keys are indirect objects). */
fz_hash_table *hash;
/* We keep track of the size of the store, and keep it below max. */
unsigned int max;
unsigned int size;
};
void
fz_new_store_context(fz_context *ctx, unsigned int max)
{
fz_store *store;
store = fz_malloc_struct(ctx, fz_store);
fz_try(ctx)
{
store->hash = fz_new_hash_table(ctx, 4096, sizeof(fz_store_hash), FZ_LOCK_ALLOC);
}
fz_catch(ctx)
{
fz_free(ctx, store);
fz_rethrow(ctx);
}
store->refs = 1;
store->head = NULL;
store->tail = NULL;
store->size = 0;
store->max = max;
ctx->store = store;
}
void *
fz_keep_storable(fz_context *ctx, fz_storable *s)
{
return fz_keep_imp(ctx, s, &s->refs);
}
void
fz_drop_storable(fz_context *ctx, fz_storable *s)
{
/*
If we are dropping the last reference to an object, then
it cannot possibly be in the store (as the store always
keeps a ref to everything in it, and doesn't drop via
this method. So we can simply drop the storable object
itself without any operations on the fz_store.
*/
if (fz_drop_imp(ctx, s, &s->refs))
s->drop(ctx, s);
}
static void
evict(fz_context *ctx, fz_item *item)
{
fz_store *store = ctx->store;
int drop;
store->size -= item->size;
/* Unlink from the linked list */
if (item->next)
item->next->prev = item->prev;
else
store->tail = item->prev;
if (item->prev)
item->prev->next = item->next;
else
store->head = item->next;
/* Drop a reference to the value (freeing if required) */
drop = (item->val->refs > 0 && --item->val->refs == 0);
/* Remove from the hash table */
if (item->type->make_hash_key)
{
fz_store_hash hash = { NULL };
hash.drop = item->val->drop;
if (item->type->make_hash_key(ctx, &hash, item->key))
fz_hash_remove(ctx, store->hash, &hash);
}
fz_unlock(ctx, FZ_LOCK_ALLOC);
if (drop)
item->val->drop(ctx, item->val);
/* Always drops the key and drop the item */
item->type->drop_key(ctx, item->key);
fz_free(ctx, item);
fz_lock(ctx, FZ_LOCK_ALLOC);
}
static int
ensure_space(fz_context *ctx, unsigned int tofree)
{
fz_item *item, *prev;
unsigned int count;
fz_store *store = ctx->store;
fz_assert_lock_held(ctx, FZ_LOCK_ALLOC);
/* First check that we *can* free tofree; if not, we'd rather not
* cache this. */
count = 0;
for (item = store->tail; item; item = item->prev)
{
if (item->val->refs == 1)
{
count += item->size;
if (count >= tofree)
break;
}
}
/* If we ran out of items to search, then we can never free enough */
if (item == NULL)
{
return 0;
}
/* Actually free the items */
count = 0;
for (item = store->tail; item; item = prev)
{
prev = item->prev;
if (item->val->refs == 1)
{
/* Free this item. Evict has to drop the lock to
* manage that, which could cause prev to be removed
* in the meantime. To avoid that we bump its reference
* count here. This may cause another simultaneous
* evict process to fail to make enough space as prev is
* pinned - but that will only happen if we're near to
* the limit anyway, and it will only cause something to
* not be cached. */
count += item->size;
if (prev)
prev->val->refs++;
evict(ctx, item); /* Drops then retakes lock */
/* So the store has 1 reference to prev, as do we, so
* no other evict process can have thrown prev away in
* the meantime. So we are safe to just decrement its
* reference count here. */
if (prev)
--prev->val->refs;
if (count >= tofree)
return count;
}
}
return count;
}
static void
touch(fz_store *store, fz_item *item)
{
if (item->next != item)
{
/* Already in the list - unlink it */
if (item->next)
item->next->prev = item->prev;
else
store->tail = item->prev;
if (item->prev)
item->prev->next = item->next;
else
store->head = item->next;
}
/* Now relink it at the start of the LRU chain */
item->next = store->head;
if (item->next)
item->next->prev = item;
else
store->tail = item;
store->head = item;
item->prev = NULL;
}
void *
fz_store_item(fz_context *ctx, void *key, void *val_, unsigned int itemsize, fz_store_type *type)
{
fz_item *item = NULL;
unsigned int size;
fz_storable *val = (fz_storable *)val_;
fz_store *store = ctx->store;
fz_store_hash hash = { NULL };
int use_hash = 0;
unsigned pos;
if (!store)
return NULL;
fz_var(item);
if (store->max != FZ_STORE_UNLIMITED && store->max < itemsize)
{
/* Our item would take up more room than we can ever
* possibly have in the store. Just give up now. */
return NULL;
}
/* If we fail for any reason, we swallow the exception and continue.
* All that the above program will see is that we failed to store
* the item. */
fz_try(ctx)
{
item = fz_malloc_struct(ctx, fz_item);
}
fz_catch(ctx)
{
return NULL;
}
if (type->make_hash_key)
{
hash.drop = val->drop;
use_hash = type->make_hash_key(ctx, &hash, key);
}
type->keep_key(ctx, key);
fz_lock(ctx, FZ_LOCK_ALLOC);
/* Fill out the item. To start with, we always set item->next == item
* and item->prev == item. This is so that we can spot items that have
* been put into the hash table without having made it into the linked
* list yet. */
item->key = key;
item->val = val;
item->size = itemsize;
item->next = item;
item->prev = item;
item->type = type;
/* If we can index it fast, put it into the hash table. This serves
* to check whether we have one there already. */
if (use_hash)
{
fz_item *existing;
fz_try(ctx)
{
/* May drop and retake the lock */
existing = fz_hash_insert_with_pos(ctx, store->hash, &hash, item, &pos);
}
fz_catch(ctx)
{
/* Any error here means that item never made it into the
* hash - so no one else can have a reference. */
fz_unlock(ctx, FZ_LOCK_ALLOC);
fz_free(ctx, item);
type->drop_key(ctx, key);
return NULL;
}
if (existing)
{
/* There was one there already! Take a new reference
* to the existing one, and drop our current one. */
touch(store, existing);
if (existing->val->refs > 0)
existing->val->refs++;
fz_unlock(ctx, FZ_LOCK_ALLOC);
fz_free(ctx, item);
type->drop_key(ctx, key);
return existing->val;
}
}
/* Now bump the ref */
if (val->refs > 0)
val->refs++;
/* If we haven't got an infinite store, check for space within it */
if (store->max != FZ_STORE_UNLIMITED)
{
size = store->size + itemsize;
while (size > store->max)
{
/* ensure_space may drop, then retake the lock */
int saved = ensure_space(ctx, size - store->max);
if (saved == 0)
{
/* Failed to free any space. */
/* If we are using the hash table, then we've already
* inserted item - remove it. */
if (use_hash)
{
/* If someone else has already picked up a reference
* to item, then we cannot remove it. Leave it in the
* store, and we'll live with being over budget. We
* know this is the case, if it's in the linked list. */
if (item->next != item)
break;
fz_hash_remove_fast(ctx, store->hash, &hash, pos);
}
fz_unlock(ctx, FZ_LOCK_ALLOC);
fz_free(ctx, item);
type->drop_key(ctx, key);
if (val->refs > 0)
val->refs--;
return NULL;
}
size -= saved;
}
}
store->size += itemsize;
/* Regardless of whether it's indexed, it goes into the linked list */
touch(store, item);
fz_unlock(ctx, FZ_LOCK_ALLOC);
return NULL;
}
void *
fz_find_item(fz_context *ctx, fz_store_drop_fn *drop, void *key, fz_store_type *type)
{
fz_item *item;
fz_store *store = ctx->store;
fz_store_hash hash = { NULL };
int use_hash = 0;
if (!store)
return NULL;
if (!key)
return NULL;
if (type->make_hash_key)
{
hash.drop = drop;
use_hash = type->make_hash_key(ctx, &hash, key);
}
fz_lock(ctx, FZ_LOCK_ALLOC);
if (use_hash)
{
/* We can find objects keyed on indirected objects quickly */
item = fz_hash_find(ctx, store->hash, &hash);
}
else
{
/* Others we have to hunt for slowly */
for (item = store->head; item; item = item->next)
{
if (item->val->drop == drop && !type->cmp_key(ctx, item->key, key))
break;
}
}
if (item)
{
/* LRU the block. This also serves to ensure that any item
* picked up from the hash before it has made it into the
* linked list does not get whipped out again due to the
* store being full. */
touch(store, item);
/* And bump the refcount before returning */
if (item->val->refs > 0)
item->val->refs++;
fz_unlock(ctx, FZ_LOCK_ALLOC);
return (void *)item->val;
}
fz_unlock(ctx, FZ_LOCK_ALLOC);
return NULL;
}
void
fz_remove_item(fz_context *ctx, fz_store_drop_fn *drop, void *key, fz_store_type *type)
{
fz_item *item;
fz_store *store = ctx->store;
int dodrop;
fz_store_hash hash = { NULL };
int use_hash = 0;
if (type->make_hash_key)
{
hash.drop = drop;
use_hash = type->make_hash_key(ctx, &hash, key);
}
fz_lock(ctx, FZ_LOCK_ALLOC);
if (use_hash)
{
/* We can find objects keyed on indirect objects quickly */
item = fz_hash_find(ctx, store->hash, &hash);
if (item)
fz_hash_remove(ctx, store->hash, &hash);
}
else
{
/* Others we have to hunt for slowly */
for (item = store->head; item; item = item->next)
if (item->val->drop == drop && !type->cmp_key(ctx, item->key, key))
break;
}
if (item)
{
/* Momentarily things can be in the hash table without being
* in the list. Don't attempt to unlink these. We indicate
* such items by setting item->next == item. */
if (item->next != item)
{
if (item->next)
item->next->prev = item->prev;
else
store->tail = item->prev;
if (item->prev)
item->prev->next = item->next;
else
store->head = item->next;
}
dodrop = (item->val->refs > 0 && --item->val->refs == 0);
fz_unlock(ctx, FZ_LOCK_ALLOC);
if (dodrop)
item->val->drop(ctx, item->val);
type->drop_key(ctx, item->key);
fz_free(ctx, item);
}
else
fz_unlock(ctx, FZ_LOCK_ALLOC);
}
void
fz_empty_store(fz_context *ctx)
{
fz_store *store = ctx->store;
if (store == NULL)
return;
fz_lock(ctx, FZ_LOCK_ALLOC);
/* Run through all the items in the store */
while (store->head)
{
evict(ctx, store->head); /* Drops then retakes lock */
}
fz_unlock(ctx, FZ_LOCK_ALLOC);
}
fz_store *
fz_keep_store_context(fz_context *ctx)
{
if (ctx == NULL || ctx->store == NULL)
return NULL;
fz_lock(ctx, FZ_LOCK_ALLOC);
ctx->store->refs++;
fz_unlock(ctx, FZ_LOCK_ALLOC);
return ctx->store;
}
void
fz_drop_store_context(fz_context *ctx)
{
int refs;
if (ctx == NULL || ctx->store == NULL)
return;
fz_lock(ctx, FZ_LOCK_ALLOC);
refs = --ctx->store->refs;
fz_unlock(ctx, FZ_LOCK_ALLOC);
if (refs != 0)
return;
fz_empty_store(ctx);
fz_drop_hash(ctx, ctx->store->hash);
fz_free(ctx, ctx->store);
ctx->store = NULL;
}
static void
print_item(fz_context *ctx, fz_output *out, void *item_)
{
fz_item *item = (fz_item *)item_;
fz_printf(ctx, out, " val=%p item=%p\n", item->val, item);
}
void
fz_print_store_locked(fz_context *ctx, fz_output *out)
{
fz_item *item, *next;
fz_store *store = ctx->store;
fz_printf(ctx, out, "-- resource store contents --\n");
for (item = store->head; item; item = next)
{
next = item->next;
if (next)
next->val->refs++;
fz_printf(ctx, out, "store[*][refs=%d][size=%d] ", item->val->refs, item->size);
fz_unlock(ctx, FZ_LOCK_ALLOC);
item->type->print(ctx, out, item->key);
fz_printf(ctx, out, " = %p\n", item->val);
fz_lock(ctx, FZ_LOCK_ALLOC);
if (next)
next->val->refs--;
}
fz_printf(ctx, out, "-- resource store hash contents --\n");
fz_print_hash_details(ctx, out, store->hash, print_item);
fz_printf(ctx, out, "-- end --\n");
}
void
fz_print_store(fz_context *ctx, fz_output *out)
{
fz_lock(ctx, FZ_LOCK_ALLOC);
fz_print_store_locked(ctx, out);
fz_unlock(ctx, FZ_LOCK_ALLOC);
}
/* This is now an n^2 algorithm - not ideal, but it'll only be bad if we are
* actually managing to scavenge lots of blocks back. */
static int
scavenge(fz_context *ctx, unsigned int tofree)
{
fz_store *store = ctx->store;
unsigned int count = 0;
fz_item *item, *prev;
/* Free the items */
for (item = store->tail; item; item = prev)
{
prev = item->prev;
if (item->val->refs == 1)
{
/* Free this item */
count += item->size;
evict(ctx, item); /* Drops then retakes lock */
if (count >= tofree)
break;
/* Have to restart search again, as prev may no longer
* be valid due to release of lock in evict. */
prev = store->tail;
}
}
/* Success is managing to evict any blocks */
return count != 0;
}
int fz_store_scavenge(fz_context *ctx, unsigned int size, int *phase)
{
fz_store *store;
unsigned int max;
if (ctx == NULL)
return 0;
store = ctx->store;
if (store == NULL)
return 0;
#ifdef DEBUG_SCAVENGING
printf("Scavenging: store=%d size=%d phase=%d\n", store->size, size, *phase);
fz_print_store_locked(ctx, stderr);
Memento_stats();
#endif
do
{
unsigned int tofree;
/* Calculate 'max' as the maximum size of the store for this phase */
if (*phase >= 16)
max = 0;
else if (store->max != FZ_STORE_UNLIMITED)
max = store->max / 16 * (16 - *phase);
else
max = store->size / (16 - *phase) * (15 - *phase);
(*phase)++;
/* Slightly baroque calculations to avoid overflow */
if (size > UINT_MAX - store->size)
tofree = UINT_MAX - max;
else if (size + store->size > max)
continue;
else
tofree = size + store->size - max;
if (scavenge(ctx, tofree))
{
#ifdef DEBUG_SCAVENGING
printf("scavenged: store=%d\n", store->size);
fz_print_store(ctx, stderr);
Memento_stats();
#endif
return 1;
}
}
while (max > 0);
#ifdef DEBUG_SCAVENGING
printf("scavenging failed\n");
fz_print_store(ctx, stderr);
Memento_listBlocks();
#endif
return 0;
}
int
fz_shrink_store(fz_context *ctx, unsigned int percent)
{
int success;
fz_store *store;
unsigned int new_size;
if (ctx == NULL)
return 0;
if (percent >= 100)
return 1;
store = ctx->store;
if (store == NULL)
return 0;
#ifdef DEBUG_SCAVENGING
fprintf(stderr, "fz_shrink_store: %d\n", store->size/(1024*1024));
#endif
fz_lock(ctx, FZ_LOCK_ALLOC);
new_size = (unsigned int)(((uint64_t)store->size * percent) / 100);
if (store->size > new_size)
scavenge(ctx, store->size - new_size);
success = (store->size <= new_size) ? 1 : 0;
fz_unlock(ctx, FZ_LOCK_ALLOC);
#ifdef DEBUG_SCAVENGING
fprintf(stderr, "fz_shrink_store after: %d\n", store->size/(1024*1024));
#endif
return success;
}
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