arm-trusted-firmware/include/lib/object_pool.h
Antonio Nino Diaz 09d40e0e08 Sanitise includes across codebase
Enforce full include path for includes. Deprecate old paths.

The following folders inside include/lib have been left unchanged:

- include/lib/cpus/${ARCH}
- include/lib/el3_runtime/${ARCH}

The reason for this change is that having a global namespace for
includes isn't a good idea. It defeats one of the advantages of having
folders and it introduces problems that are sometimes subtle (because
you may not know the header you are actually including if there are two
of them).

For example, this patch had to be created because two headers were
called the same way: e0ea0928d5 ("Fix gpio includes of mt8173 platform
to avoid collision."). More recently, this patch has had similar
problems: 46f9b2c3a2 ("drivers: add tzc380 support").

This problem was introduced in commit 4ecca33988 ("Move include and
source files to logical locations"). At that time, there weren't too
many headers so it wasn't a real issue. However, time has shown that
this creates problems.

Platforms that want to preserve the way they include headers may add the
removed paths to PLAT_INCLUDES, but this is discouraged.

Change-Id: I39dc53ed98f9e297a5966e723d1936d6ccf2fc8f
Signed-off-by: Antonio Nino Diaz <antonio.ninodiaz@arm.com>
2019-01-04 10:43:17 +00:00

79 lines
2.1 KiB
C

/*
* Copyright (c) 2018, ARM Limited and Contributors. All rights reserved.
*
* SPDX-License-Identifier: BSD-3-Clause
*/
#ifndef OBJECT_POOL_H
#define OBJECT_POOL_H
#include <stdlib.h>
#include <common/debug.h>
#include <lib/utils_def.h>
/*
* Pool of statically allocated objects.
*
* Objects can be reserved but not freed. This is by design and it is not a
* limitation. We do not want to introduce complexity induced by memory freeing,
* such as use-after-free bugs, memory fragmentation and so on.
*
* The object size and capacity of the pool are fixed at build time. So is the
* address of the objects back store.
*/
struct object_pool {
/* Size of 1 object in the pool in byte unit. */
const size_t obj_size;
/* Number of objects in the pool. */
const size_t capacity;
/* Objects back store. */
void *const objects;
/* How many objects are currently allocated. */
size_t used;
};
/* Create a static pool of objects. */
#define OBJECT_POOL(_pool_name, _obj_backstore, _obj_size, _obj_count) \
struct object_pool _pool_name = { \
.objects = (_obj_backstore), \
.obj_size = (_obj_size), \
.capacity = (_obj_count), \
.used = 0U, \
}
/* Create a static pool of objects out of an array of pre-allocated objects. */
#define OBJECT_POOL_ARRAY(_pool_name, _obj_array) \
OBJECT_POOL(_pool_name, (_obj_array), \
sizeof((_obj_array)[0]), ARRAY_SIZE(_obj_array))
/*
* Allocate 'count' objects from a pool.
* Return the address of the first object. Panic on error.
*/
static inline void *pool_alloc_n(struct object_pool *pool, size_t count)
{
if (pool->used + count > pool->capacity) {
ERROR("Cannot allocate %zu objects out of pool (%zu objects left).\n",
count, pool->capacity - pool->used);
panic();
}
void *obj = (char *)(pool->objects) + pool->obj_size * pool->used;
pool->used += count;
return obj;
}
/*
* Allocate 1 object from a pool.
* Return the address of the object. Panic on error.
*/
static inline void *pool_alloc(struct object_pool *pool)
{
return pool_alloc_n(pool, 1U);
}
#endif /* OBJECT_POOL_H */