zig/lib/std / heap/arena_allocator.zig

This allocator takes an existing allocator, wraps it, and provides an interface where you can allocate and then free it all together. Calls to free an individual item only free the item if it was the most recent allocation, otherwise calls to free do nothing.

const std = @import("../std.zig");
const assert = std.debug.assert;
const mem = std.mem;
const Allocator = std.mem.Allocator;

ArenaAllocator

Inner state of ArenaAllocator. Can be stored rather than the entire ArenaAllocator as a memory-saving optimization.


/// This allocator takes an existing allocator, wraps it, and provides an interface where
/// you can allocate and then free it all together. Calls to free an individual item only
/// free the item if it was the most recent allocation, otherwise calls to free do
/// nothing.
pub const ArenaAllocator = struct {
    child_allocator: Allocator,
    state: State,

State

Releases all allocated memory in the arena.


    /// Inner state of ArenaAllocator. Can be stored rather than the entire ArenaAllocator
    /// as a memory-saving optimization.
    pub const State = struct {
        buffer_list: std.SinglyLinkedList(usize) = .{},
        end_index: usize = 0,

promote()

This will pre-heat the arena for future allocations by allocating a large enough buffer for all previously done allocations. Preheating will speed up the allocation process by invoking the backing allocator less often than before. If reset() is used in a loop, this means that after the biggest operation, no memory allocations are performed anymore.


        pub fn promote(self: State, child_allocator: Allocator) ArenaAllocator {
            return .{
                .child_allocator = child_allocator,
                .state = self,
            };
        }
    };

allocator()

This is the same as retain_capacity, but the memory will be shrunk to this value if it exceeds the limit.


    pub fn allocator(self: *ArenaAllocator) Allocator {
        return .{
            .ptr = self,
            .vtable = &.{
                .alloc = alloc,
                .resize = resize,
                .remap = remap,
                .free = free,
            },
        };
    }

init()

Queries the current memory use of this arena. This will **not** include the storage required for internal keeping.


    const BufNode = std.SinglyLinkedList(usize).Node;
    const BufNode_alignment: mem.Alignment = .fromByteUnits(@alignOf(BufNode));

deinit()

Resets the arena allocator and frees all allocated memory. mode defines how the currently allocated memory is handled. See the variant documentation for ResetMode for the effects of each mode. The function will return whether the reset operation was successful or not. If the reallocation failed false is returned. The arena will still be fully functional in that case, all memory is released. Future allocations just might be slower. NOTE: If mode is free_all, the function will always return true.


    pub fn init(child_allocator: Allocator) ArenaAllocator {
        return (State{}).promote(child_allocator);
    }

ResetMode


    pub fn deinit(self: ArenaAllocator) void {
        // NOTE: When changing this, make sure `reset()` is adjusted accordingly!

queryCapacity()


        var it = self.state.buffer_list.first;
        while (it) |node| {
            // this has to occur before the free because the free frees node
            const next_it = node.next;
            const alloc_buf = @as([*]u8, @ptrCast(node))[0..node.data];
            self.child_allocator.rawFree(alloc_buf, BufNode_alignment, @returnAddress());
            it = next_it;
        }
    }

reset()


    pub const ResetMode = union(enum) {
        /// Releases all allocated memory in the arena.
        free_all,
        /// This will pre-heat the arena for future allocations by allocating a
        /// large enough buffer for all previously done allocations.
        /// Preheating will speed up the allocation process by invoking the backing allocator
        /// less often than before. If `reset()` is used in a loop, this means that after the
        /// biggest operation, no memory allocations are performed anymore.
        retain_capacity,
        /// This is the same as `retain_capacity`, but the memory will be shrunk to
        /// this value if it exceeds the limit.
        retain_with_limit: usize,
    };
    /// Queries the current memory use of this arena.
    /// This will **not** include the storage required for internal keeping.
    pub fn queryCapacity(self: ArenaAllocator) usize {
        var size: usize = 0;
        var it = self.state.buffer_list.first;
        while (it) |node| : (it = node.next) {
            // Compute the actually allocated size excluding the
            // linked list node.
            size += node.data - @sizeOf(BufNode);
        }
        return size;
    }
    /// Resets the arena allocator and frees all allocated memory.
    ///
    /// `mode` defines how the currently allocated memory is handled.
    /// See the variant documentation for `ResetMode` for the effects of each mode.
    ///
    /// The function will return whether the reset operation was successful or not.
    /// If the reallocation  failed `false` is returned. The arena will still be fully
    /// functional in that case, all memory is released. Future allocations just might
    /// be slower.
    ///
    /// NOTE: If `mode` is `free_all`, the function will always return `true`.
    pub fn reset(self: *ArenaAllocator, mode: ResetMode) bool {
        // Some words on the implementation:
        // The reset function can be implemented with two basic approaches:
        // - Counting how much bytes were allocated since the last reset, and storing that
        //   information in State. This will make reset fast and alloc only a teeny tiny bit
        //   slower.
        // - Counting how much bytes were allocated by iterating the chunk linked list. This
        //   will make reset slower, but alloc() keeps the same speed when reset() as if reset()
        //   would not exist.
        //
        // The second variant was chosen for implementation, as with more and more calls to reset(),
        // the function will get faster and faster. At one point, the complexity of the function
        // will drop to amortized O(1), as we're only ever having a single chunk that will not be
        // reallocated, and we're not even touching the backing allocator anymore.
        //
        // Thus, only the first hand full of calls to reset() will actually need to iterate the linked
        // list, all future calls are just taking the first node, and only resetting the `end_index`
        // value.
        const requested_capacity = switch (mode) {
            .retain_capacity => self.queryCapacity(),
            .retain_with_limit => |limit| @min(limit, self.queryCapacity()),
            .free_all => 0,
        };
        if (requested_capacity == 0) {
            // just reset when we don't have anything to reallocate
            self.deinit();
            self.state = State{};
            return true;
        }
        const total_size = requested_capacity + @sizeOf(BufNode);
        // Free all nodes except for the last one
        var it = self.state.buffer_list.first;
        const maybe_first_node = while (it) |node| {
            // this has to occur before the free because the free frees node
            const next_it = node.next;
            if (next_it == null)
                break node;
            const alloc_buf = @as([*]u8, @ptrCast(node))[0..node.data];
            self.child_allocator.rawFree(alloc_buf, BufNode_alignment, @returnAddress());
            it = next_it;
        } else null;
        std.debug.assert(maybe_first_node == null or maybe_first_node.?.next == null);
        // reset the state before we try resizing the buffers, so we definitely have reset the arena to 0.
        self.state.end_index = 0;
        if (maybe_first_node) |first_node| {
            self.state.buffer_list.first = first_node;
            // perfect, no need to invoke the child_allocator
            if (first_node.data == total_size)
                return true;
            const first_alloc_buf = @as([*]u8, @ptrCast(first_node))[0..first_node.data];
            if (self.child_allocator.rawResize(first_alloc_buf, BufNode_alignment, total_size, @returnAddress())) {
                // successful resize
                first_node.data = total_size;
            } else {
                // manual realloc
                const new_ptr = self.child_allocator.rawAlloc(total_size, BufNode_alignment, @returnAddress()) orelse {
                    // we failed to preheat the arena properly, signal this to the user.
                    return false;
                };
                self.child_allocator.rawFree(first_alloc_buf, BufNode_alignment, @returnAddress());
                const node: *BufNode = @ptrCast(@alignCast(new_ptr));
                node.* = .{ .data = total_size };
                self.state.buffer_list.first = node;
            }
        }
        return true;
    }

Test:

reset with preheating


    fn createNode(self: *ArenaAllocator, prev_len: usize, minimum_size: usize) ?*BufNode {
        const actual_min_size = minimum_size + (@sizeOf(BufNode) + 16);
        const big_enough_len = prev_len + actual_min_size;
        const len = big_enough_len + big_enough_len / 2;
        const ptr = self.child_allocator.rawAlloc(len, BufNode_alignment, @returnAddress()) orelse
            return null;
        const buf_node: *BufNode = @ptrCast(@alignCast(ptr));
        buf_node.* = .{ .data = len };
        self.state.buffer_list.prepend(buf_node);
        self.state.end_index = 0;
        return buf_node;
    }

Test:

reset while retaining a buffer


    fn alloc(ctx: *anyopaque, n: usize, alignment: mem.Alignment, ra: usize) ?[*]u8 {
        const self: *ArenaAllocator = @ptrCast(@alignCast(ctx));
        _ = ra;

        const ptr_align = alignment.toByteUnits();
        var cur_node = if (self.state.buffer_list.first) |first_node|
            first_node
        else
            (self.createNode(0, n + ptr_align) orelse return null);
        while (true) {
            const cur_alloc_buf = @as([*]u8, @ptrCast(cur_node))[0..cur_node.data];
            const cur_buf = cur_alloc_buf[@sizeOf(BufNode)..];
            const addr = @intFromPtr(cur_buf.ptr) + self.state.end_index;
            const adjusted_addr = mem.alignForward(usize, addr, ptr_align);
            const adjusted_index = self.state.end_index + (adjusted_addr - addr);
            const new_end_index = adjusted_index + n;

            if (new_end_index <= cur_buf.len) {
                const result = cur_buf[adjusted_index..new_end_index];
                self.state.end_index = new_end_index;
                return result.ptr;
            }

            const bigger_buf_size = @sizeOf(BufNode) + new_end_index;
            if (self.child_allocator.rawResize(cur_alloc_buf, BufNode_alignment, bigger_buf_size, @returnAddress())) {
                cur_node.data = bigger_buf_size;
            } else {
                // Allocate a new node if that's not possible
                cur_node = self.createNode(cur_buf.len, n + ptr_align) orelse return null;
            }
        }
    }

    fn resize(ctx: *anyopaque, buf: []u8, alignment: mem.Alignment, new_len: usize, ret_addr: usize) bool {
        const self: *ArenaAllocator = @ptrCast(@alignCast(ctx));
        _ = alignment;
        _ = ret_addr;

        const cur_node = self.state.buffer_list.first orelse return false;
        const cur_buf = @as([*]u8, @ptrCast(cur_node))[@sizeOf(BufNode)..cur_node.data];
        if (@intFromPtr(cur_buf.ptr) + self.state.end_index != @intFromPtr(buf.ptr) + buf.len) {
            // It's not the most recent allocation, so it cannot be expanded,
            // but it's fine if they want to make it smaller.
            return new_len <= buf.len;
        }

        if (buf.len >= new_len) {
            self.state.end_index -= buf.len - new_len;
            return true;
        } else if (cur_buf.len - self.state.end_index >= new_len - buf.len) {
            self.state.end_index += new_len - buf.len;
            return true;
        } else {
            return false;
        }
    }

    fn remap(
        context: *anyopaque,
        memory: []u8,
        alignment: mem.Alignment,
        new_len: usize,
        return_address: usize,
    ) ?[*]u8 {
        return if (resize(context, memory, alignment, new_len, return_address)) memory.ptr else null;
    }

    fn free(ctx: *anyopaque, buf: []u8, alignment: mem.Alignment, ret_addr: usize) void {
        _ = alignment;
        _ = ret_addr;

        const self: *ArenaAllocator = @ptrCast(@alignCast(ctx));

        const cur_node = self.state.buffer_list.first orelse return;
        const cur_buf = @as([*]u8, @ptrCast(cur_node))[@sizeOf(BufNode)..cur_node.data];

        if (@intFromPtr(cur_buf.ptr) + self.state.end_index == @intFromPtr(buf.ptr) + buf.len) {
            self.state.end_index -= buf.len;
        }
    }
};

test "reset with preheating" {
    var arena_allocator = ArenaAllocator.init(std.testing.allocator);
    defer arena_allocator.deinit();
    // provides some variance in the allocated data
    var rng_src = std.Random.DefaultPrng.init(std.testing.random_seed);
    const random = rng_src.random();
    var rounds: usize = 25;
    while (rounds > 0) {
        rounds -= 1;
        _ = arena_allocator.reset(.retain_capacity);
        var alloced_bytes: usize = 0;
        const total_size: usize = random.intRangeAtMost(usize, 256, 16384);
        while (alloced_bytes < total_size) {
            const size = random.intRangeAtMost(usize, 16, 256);
            const alignment = 32;
            const slice = try arena_allocator.allocator().alignedAlloc(u8, alignment, size);
            try std.testing.expect(std.mem.isAligned(@intFromPtr(slice.ptr), alignment));
            try std.testing.expectEqual(size, slice.len);
            alloced_bytes += slice.len;
        }
    }
}

test "reset while retaining a buffer" {
    var arena_allocator = ArenaAllocator.init(std.testing.allocator);
    defer arena_allocator.deinit();
    const a = arena_allocator.allocator();

    // Create two internal buffers
    _ = try a.alloc(u8, 1);
    _ = try a.alloc(u8, 1000);

    // Check that we have at least two buffers
    try std.testing.expect(arena_allocator.state.buffer_list.first.?.next != null);

    // This retains the first allocated buffer
    try std.testing.expect(arena_allocator.reset(.{ .retain_with_limit = 1 }));
}