int chunksPerBlock; /* number of chunks per block */
int minFreeChunks; /* min number of free chunks in any block */
int nblocks; /* number of blocks allocated */
+#ifdef MEMORY_CONTEXT_CHECKING
+ bool *freechunks; /* bitmap of free chunks in a block */
+#endif
/* blocks with free space, grouped by number of free chunks: */
dlist_head freelist[FLEXIBLE_ARRAY_MEMBER];
} SlabContext;
/* Size of the memory context header */
headerSize = offsetof(SlabContext, freelist) + freelistSize;
+#ifdef MEMORY_CONTEXT_CHECKING
+ /*
+ * With memory checking, we need to allocate extra space for the bitmap
+ * of free chunks. The bitmap is an array of bools, so we don't need to
+ * worry about alignment.
+ */
+ headerSize += chunksPerBlock * sizeof(bool);
+#endif
+
slab = (SlabContext *) malloc(headerSize);
if (slab == NULL)
{
for (i = 0; i < (slab->chunksPerBlock + 1); i++)
dlist_init(&slab->freelist[i]);
+#ifdef MEMORY_CONTEXT_CHECKING
+ /* set the freechunks pointer right after the freelists array */
+ slab->freechunks
+ = (bool *) slab + offsetof(SlabContext, freelist) + freelistSize;
+#endif
+
/* Finally, do the type-independent part of context creation */
MemoryContextCreate((MemoryContext) slab,
T_SlabContext,
int i;
SlabContext *slab = castNode(SlabContext, context);
const char *name = slab->header.name;
- char *freechunks;
Assert(slab);
Assert(slab->chunksPerBlock > 0);
- /* bitmap of free chunks on a block */
- freechunks = palloc(slab->chunksPerBlock * sizeof(bool));
-
/* walk all the freelists */
for (i = 0; i <= slab->chunksPerBlock; i++)
{
name, block->nfree, block, i);
/* reset the bitmap of free chunks for this block */
- memset(freechunks, 0, (slab->chunksPerBlock * sizeof(bool)));
+ memset(slab->freechunks, 0, (slab->chunksPerBlock * sizeof(bool)));
idx = block->firstFreeChunk;
/*
/* count the chunk as free, add it to the bitmap */
nfree++;
- freechunks[idx] = true;
+ slab->freechunks[idx] = true;
/* read index of the next free chunk */
chunk = SlabBlockGetChunk(slab, block, idx);
for (j = 0; j < slab->chunksPerBlock; j++)
{
/* non-zero bit in the bitmap means chunk the chunk is used */
- if (!freechunks[j])
+ if (!slab->freechunks[j])
{
SlabChunk *chunk = SlabBlockGetChunk(slab, block, j);