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/*
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 */

#ifndef __BLI_VECTOR_HH__
#define __BLI_VECTOR_HH__

/** \file
 * \ingroup bli
 *
 * A `blender::Vector<T>` is a dynamically growing contiguous array for values of type T. It is
 * designed to be a more convenient and efficient replacement for `std::vector`. Note that the term
 * "vector" has nothing to do with a vector from computer graphics here.
 *
 * A vector supports efficient insertion and removal at the end (O(1) amortized). Removal in other
 * places takes O(n) time, because all elements afterwards have to be moved. If the order of
 * elements is not important, `remove_and_reorder` can be used instead of `remove` for better
 * performance.
 *
 * The improved efficiency is mainly achieved by supporting small buffer optimization. As long as
 * the number of elements in the vector does not become larger than InlineBufferCapacity, no memory
 * allocation is done. As a consequence, iterators are invalidated when a blender::Vector is moved
 * (iterators of std::vector remain valid when the vector is moved).
 *
 * `blender::Vector` should be your default choice for a vector data structure in Blender.
 */

#include <algorithm>
#include <cstdlib>
#include <cstring>
#include <iostream>
#include <memory>

#include "BLI_allocator.hh"
#include "BLI_index_range.hh"
#include "BLI_listbase_wrapper.hh"
#include "BLI_math_base.h"
#include "BLI_memory_utils.hh"
#include "BLI_span.hh"
#include "BLI_string.h"
#include "BLI_string_ref.hh"
#include "BLI_utildefines.h"

#include "MEM_guardedalloc.h"

namespace blender {

template<
    /**
     * Type of the values stored in this vector. It has to be movable.
     */
    typename T,
    /**
     * The number of values that can be stored in this vector, without doing a heap allocation.
     * Sometimes it makes sense to increase this value a lot. The memory in the inline buffer is
     * not initialized when it is not needed.
     *
     * When T is large, the small buffer optimization is disabled by default to avoid large
     * unexpected allocations on the stack. It can still be enabled explicitly though.
     */
    uint InlineBufferCapacity = (sizeof(T) < 100) ? 4 : 0,
    /**
     * The allocator used by this vector. Should rarely be changed, except when you don't want that
     * MEM_* is used internally.
     */
    typename Allocator = GuardedAllocator>
class Vector {
 private:
  /**
   * Use pointers instead of storing the size explicitly. This reduces the number of instructions
   * in `append`.
   *
   * The pointers might point to the memory in the inline buffer.
   */
  T *m_begin;
  T *m_end;
  T *m_capacity_end;

  /** Used for allocations when the inline buffer is too small. */
  Allocator m_allocator;

  /** A placeholder buffer that will remain uninitialized until it is used. */
  AlignedBuffer<(uint)sizeof(T) * InlineBufferCapacity, (uint)alignof(T)> m_inline_buffer;

  /**
   * Store the size of the vector explicitly in debug builds. Otherwise you'd always have to call
   * the `size` function or do the math to compute it from the pointers manually. This is rather
   * annoying. Knowing the size of a vector is often quite essential when debugging some code.
   */
#ifndef NDEBUG
  uint m_debug_size;
#  define UPDATE_VECTOR_SIZE(ptr) (ptr)->m_debug_size = (uint)((ptr)->m_end - (ptr)->m_begin)
#else
#  define UPDATE_VECTOR_SIZE(ptr) ((void)0)
#endif

  /**
   * Be a friend with other vector instanciations. This is necessary to implement some memory
   * management logic.
   */
  template<typename OtherT, uint OtherInlineBufferCapacity, typename OtherAllocator>
  friend class Vector;

 public:
  /**
   * Create an empty vector.
   * This does not do any memory allocation.
   */
  Vector()
  {
    m_begin = this->inline_buffer();
    m_end = m_begin;
    m_capacity_end = m_begin + InlineBufferCapacity;
    UPDATE_VECTOR_SIZE(this);
  }

  /**
   * Create a vector with a specific size.
   * The elements will be default constructed.
   * If T is trivially constructible, the elements in the vector are not touched.
   */
  explicit Vector(uint size) : Vector()
  {
    this->resize(size);
  }

  /**
   * Create a vector filled with a specific value.
   */
  Vector(uint size, const T &value) : Vector()
  {
    this->reserve(size);
    this->increase_size_by_unchecked(size);
    blender::uninitialized_fill_n(m_begin, size, value);
  }

  /**
   * Create a vector that contains copys of the values in the initialized list.
   *
   * This allows you to write code like:
   * Vector<int> vec = {3, 4, 5};
   */
  Vector(const std::initializer_list<T> &values) : Vector(Span<T>(values))
  {
  }

  /**
   * Create a vector from an array ref. The values in the vector are copy constructed.
   */
  Vector(Span<T> values) : Vector()
  {
    uint size = values.size();
    this->reserve(size);
    this->increase_size_by_unchecked(size);
    blender::uninitialized_copy_n(values.data(), size, m_begin);
  }

  /**
   * Create a vector from any container. It must be possible to use the container in a range-for
   * loop.
   */
  template<typename ContainerT> static Vector FromContainer(const ContainerT &container)
  {
    Vector vector;
    for (const auto &value : container) {
      vector.append(value);
    }
    return vector;
  }

  /**
   * Create a vector from a ListBase. The caller has to make sure that the values in the linked
   * list have the correct type.
   *
   * Example Usage:
   *  Vector<ModifierData *> modifiers(ob->modifiers);
   */
  Vector(ListBase &values) : Vector()
  {
    LISTBASE_FOREACH (T, value, &values) {
      this->append(value);
    }
  }

  /**
   * Create a copy of another vector. The other vector will not be changed. If the other vector has
   * less than InlineBufferCapacity elements, no allocation will be made.
   */
  Vector(const Vector &other) : m_allocator(other.m_allocator)
  {
    this->init_copy_from_other_vector(other);
  }

  /**
   * Create a copy of a vector with a different InlineBufferCapacity. This needs to be handled
   * separately, so that the other one is a valid copy constructor.
   */
  template<uint OtherInlineBufferCapacity>
  Vector(const Vector<T, OtherInlineBufferCapacity, Allocator> &other)
      : m_allocator(other.m_allocator)
  {
    this->init_copy_from_other_vector(other);
  }

  /**
   * Steal the elements from another vector. This does not do an allocation. The other vector will
   * have zero elements afterwards.
   */
  template<uint OtherInlineBufferCapacity>
  Vector(Vector<T, OtherInlineBufferCapacity, Allocator> &&other) noexcept
      : m_allocator(other.m_allocator)
  {
    uint size = other.size();

    if (other.is_inline()) {
      if (size <= InlineBufferCapacity) {
        /* Copy between inline buffers. */
        m_begin = this->inline_buffer();
        m_end = m_begin + size;
        m_capacity_end = m_begin + InlineBufferCapacity;
        uninitialized_relocate_n(other.m_begin, size, m_begin);
      }
      else {
        /* Copy from inline buffer to newly allocated buffer. */
        uint capacity = size;
        m_begin = (T *)m_allocator.allocate(sizeof(T) * capacity, alignof(T), AT);
        m_end = m_begin + size;
        m_capacity_end = m_begin + capacity;
        uninitialized_relocate_n(other.m_begin, size, m_begin);
      }
    }
    else {
      /* Steal the pointer. */
      m_begin = other.m_begin;
      m_end = other.m_end;
      m_capacity_end = other.m_capacity_end;
    }

    other.m_begin = other.inline_buffer();
    other.m_end = other.m_begin;
    other.m_capacity_end = other.m_begin + OtherInlineBufferCapacity;
    UPDATE_VECTOR_SIZE(this);
    UPDATE_VECTOR_SIZE(&other);
  }

  ~Vector()
  {
    destruct_n(m_begin, this->size());
    if (!this->is_inline()) {
      m_allocator.deallocate(m_begin);
    }
  }

  operator Span<T>() const
  {
    return Span<T>(m_begin, this->size());
  }

  operator MutableSpan<T>()
  {
    return MutableSpan<T>(m_begin, this->size());
  }

  Span<T> as_span() const
  {
    return *this;
  }

  MutableSpan<T> as_mutable_span()
  {
    return *this;
  }

  Vector &operator=(const Vector &other)
  {
    if (this == &other) {
      return *this;
    }

    this->~Vector();
    new (this) Vector(other);

    return *this;
  }

  Vector &operator=(Vector &&other)
  {
    if (this == &other) {
      return *this;
    }

    /* This can be incorrect, when the vector is used to build a recursive data structure. However,
       we don't take care of it at this low level. See https://youtu.be/7Qgd9B1KuMQ?t=840. */
    this->~Vector();
    new (this) Vector(std::move(other));

    return *this;
  }

  /**
   * Make sure that enough memory is allocated to hold min_capacity elements.
   * This won't necessarily make an allocation when min_capacity is small.
   * The actual size of the vector does not change.
   */
  void reserve(uint min_capacity)
  {
    if (min_capacity > this->capacity()) {
      this->realloc_to_at_least(min_capacity);
    }
  }

  /**
   * Change the size of the vector so that it contains new_size elements.
   * If new_size is smaller than the old size, the elements at the end of the vector are
   * destructed. If new_size is larger than the old size, the new elements at the end are default
   * constructed. If T is trivially constructible, the memory is not touched by this function.
   */
  void resize(uint new_size)
  {
    uint old_size = this->size();
    if (new_size > old_size) {
      this->reserve(new_size);
      default_construct_n(m_begin + old_size, new_size - old_size);
    }
    else {
      destruct_n(m_begin + new_size, old_size - new_size);
    }
    m_end = m_begin + new_size;
    UPDATE_VECTOR_SIZE(this);
  }

  /**
   * Change the size of the vector so that it contains new_size elements.
   * If new_size is smaller than the old size, the elements at the end of the vector are
   * destructed. If new_size is larger than the old size, the new elements will be copy constructed
   * from the given value.
   */
  void resize(uint new_size, const T &value)
  {
    uint old_size = this->size();
    if (new_size > old_size) {
      this->reserve(new_size);
      uninitialized_fill_n(m_begin + old_size, new_size - old_size, value);
    }
    else {
      destruct_n(m_begin + new_size, old_size - new_size);
    }
    m_end = m_begin + new_size;
    UPDATE_VECTOR_SIZE(this);
  }

  /**
   * Afterwards the vector has 0 elements, but will still have
   * memory to be refilled again.
   */
  void clear()
  {
    destruct_n(m_begin, this->size());
    m_end = m_begin;
    UPDATE_VECTOR_SIZE(this);
  }

  /**
   * Afterwards the vector has 0 elements and any allocated memory
   * will be freed.
   */
  void clear_and_make_inline()
  {
    destruct_n(m_begin, this->size());
    if (!this->is_inline()) {
      m_allocator.deallocate(m_begin);
    }

    m_begin = this->inline_buffer();
    m_end = m_begin;
    m_capacity_end = m_begin + InlineBufferCapacity;
    UPDATE_VECTOR_SIZE(this);
  }

  /**
   * Insert a new element at the end of the vector.
   * This might cause a reallocation with the capacity is exceeded.
   *
   * This is similar to std::vector::push_back.
   */
  void append(const T &value)
  {
    this->ensure_space_for_one();
    this->append_unchecked(value);
  }
  void append(T &&value)
  {
    this->ensure_space_for_one();
    this->append_unchecked(std::move(value));
  }

  /**
   * Append the value to the vector and return the index that can be used to access the newly
   * added value.
   */
  uint append_and_get_index(const T &value)
  {
    uint index = this->size();
    this->append(value);
    return index;
  }

  /**
   * Append the value if it is not yet in the vector. This has to do a linear search to check if
   * the value is in the vector. Therefore, this should only be called when it is known that the
   * vector is small.
   */
  void append_non_duplicates(const T &value)
  {
    if (!this->contains(value)) {
      this->append(value);
    }
  }

  /**
   * Append the value and assume that vector has enough memory reserved. This invokes undefined
   * behavior when not enough capacity has been reserved beforehand. Only use this in performance
   * critical code.
   */
  void append_unchecked(const T &value)
  {
    BLI_assert(m_end < m_capacity_end);
    new (m_end) T(value);
    m_end++;
    UPDATE_VECTOR_SIZE(this);
  }
  void append_unchecked(T &&value)
  {
    BLI_assert(m_end < m_capacity_end);
    new (m_end) T(std::move(value));
    m_end++;
    UPDATE_VECTOR_SIZE(this);
  }

  /**
   * Insert the same element n times at the end of the vector.
   * This might result in a reallocation internally.
   */
  void append_n_times(const T &value, uint n)
  {
    this->reserve(this->size() + n);
    blender::uninitialized_fill_n(m_end, n, value);
    this->increase_size_by_unchecked(n);
  }

  /**
   * Enlarges the size of the internal buffer that is considered to be initialized. This invokes
   * undefined behavior when when the new size is larger than the capacity. The method can be
   * useful when you want to call constructors in the vector yourself. This should only be done in
   * very rare cases and has to be justified every time.
   */
  void increase_size_by_unchecked(uint n)
  {
    BLI_assert(m_end + n <= m_capacity_end);
    m_end += n;
    UPDATE_VECTOR_SIZE(this);
  }

  /**
   * Copy the elements of another array to the end of this vector.
   *
   * This can be used to emulate parts of std::vector::insert.
   */
  void extend(Span<T> array)
  {
    this->extend(array.data(), array.size());
  }
  void extend(const T *start, uint amount)
  {
    this->reserve(this->size() + amount);
    this->extend_unchecked(start, amount);
  }

  /**
   * Adds all elements from the array that are not already in the vector. This is an expensive
   * operation when the vector is large, but can be very cheap when it is known that the vector is
   * small.
   */
  void extend_non_duplicates(Span<T> array)
  {
    for (const T &value : array) {
      this->append_non_duplicates(value);
    }
  }

  /**
   * Extend the vector without bounds checking. It is assumed that enough memory has been reserved
   * beforehand. Only use this in performance critical code.
   */
  void extend_unchecked(Span<T> array)
  {
    this->extend_unchecked(array.data(), array.size());
  }
  void extend_unchecked(const T *start, uint amount)
  {
    BLI_assert(m_begin + amount <= m_capacity_end);
    blender::uninitialized_copy_n(start, amount, m_end);
    m_end += amount;
    UPDATE_VECTOR_SIZE(this);
  }

  /**
   * Return a reference to the last element in the vector.
   * This will assert when the vector is empty.
   */
  const T &last() const
  {
    BLI_assert(this->size() > 0);
    return *(m_end - 1);
  }
  T &last()
  {
    BLI_assert(this->size() > 0);
    return *(m_end - 1);
  }

  /**
   * Replace every element with a new value.
   */
  void fill(const T &value)
  {
    initialized_fill_n(m_begin, this->size(), value);
  }

  /**
   * Copy the value to all positions specified by the indices array.
   */
  void fill_indices(Span<uint> indices, const T &value)
  {
    MutableSpan<T>(*this).fill_indices(indices, value);
  }

  /**
   * Return how many values are currently stored in the vector.
   */
  uint size() const
  {
    BLI_assert(m_debug_size == (uint)(m_end - m_begin));
    return (uint)(m_end - m_begin);
  }

  /**
   * Returns true when the vector contains no elements, otherwise false.
   *
   * This is the same as std::vector::empty.
   */
  bool is_empty() const
  {
    return m_begin == m_end;
  }

  /**
   * Destructs the last element and decreases the size by one. This invokes undefined behavior when
   * the vector is empty.
   */
  void remove_last()
  {
    BLI_assert(!this->is_empty());
    m_end--;
    m_end->~T();
    UPDATE_VECTOR_SIZE(this);
  }

  /**
   * Remove the last element from the vector and return it. This invokes undefined behavior when
   * the vector is empty.
   *
   * This is similar to std::vector::pop_back.
   */
  T pop_last()
  {
    BLI_assert(!this->is_empty());
    m_end--;
    T value = std::move(*m_end);
    m_end->~T();
    UPDATE_VECTOR_SIZE(this);
    return value;
  }

  /**
   * Delete any element in the vector. The empty space will be filled by the previously last
   * element. This takes O(1) time.
   */
  void remove_and_reorder(uint index)
  {
    BLI_assert(index < this->size());
    T *element_to_remove = m_begin + index;
    m_end--;
    if (element_to_remove < m_end) {
      *element_to_remove = std::move(*m_end);
    }
    m_end->~T();
    UPDATE_VECTOR_SIZE(this);
  }

  /**
   * Finds the first occurence of the value, removes it and copies the last element to the hole in
   * the vector. This takes O(n) time.
   */
  void remove_first_occurrence_and_reorder(const T &value)
  {
    uint index = this->first_index_of(value);
    this->remove_and_reorder((uint)index);
  }

  /**
   * Remove the element at the given index and move all values coming after it one towards the
   * front. This takes O(n) time. If the order is not important, remove_and_reorder should be used
   * instead.
   *
   * This is similar to std::vector::erase.
   */
  void remove(uint index)
  {
    BLI_assert(index < this->size());
    uint last_index = this->size() - 1;
    for (uint i = index; i < last_index; i++) {
      m_begin[i] = std::move(m_begin[i + 1]);
    }
    m_begin[last_index].~T();
    m_end--;
    UPDATE_VECTOR_SIZE(this);
  }

  /**
   * Do a linear search to find the value in the vector.
   * When found, return the first index, otherwise return -1.
   */
  int first_index_of_try(const T &value) const
  {
    for (T *current = m_begin; current != m_end; current++) {
      if (*current == value) {
        return (int)(current - m_begin);
      }
    }
    return -1;
  }

  /**
   * Do a linear search to find the value in the vector and return the found index. This invokes
   * undefined behavior when the value is not in the vector.
   */
  uint first_index_of(const T &value) const
  {
    int index = this->first_index_of_try(value);
    BLI_assert(index >= 0);
    return (uint)index;
  }

  /**
   * Do a linear search to see of the value is in the vector.
   * Return true when it exists, otherwise false.
   */
  bool contains(const T &value) const
  {
    return this->first_index_of_try(value) != -1;
  }

  /**
   * Get the value at the given index. This invokes undefined behavior when the index is out of
   * bounds.
   */
  const T &operator[](uint index) const
  {
    BLI_assert(index < this->size());
    return m_begin[index];
  }

  T &operator[](uint index)
  {
    BLI_assert(index < this->size());
    return m_begin[index];
  }

  /**
   * Get access to the underlying array.
   */
  T *data()
  {
    return m_begin;
  }

  /**
   * Get access to the underlying array.
   */
  const T *data() const
  {
    return m_begin;
  }

  T *begin()
  {
    return m_begin;
  }
  T *end()
  {
    return m_end;
  }

  const T *begin() const
  {
    return m_begin;
  }
  const T *end() const
  {
    return m_end;
  }

  /**
   * Get the current capacity of the vector, i.e. the maximum number of elements the vector can
   * hold, before it has to reallocate.
   */
  uint capacity() const
  {
    return (uint)(m_capacity_end - m_begin);
  }

  /**
   * Get an index range that makes looping over all indices more convenient and less error prone.
   * Obviously, this should only be used when you actually need the index in the loop.
   *
   * Example:
   *  for (uint i : myvector.index_range()) {
   *    do_something(i, my_vector[i]);
   *  }
   */
  IndexRange index_range() const
  {
    return IndexRange(this->size());
  }

  /**
   * Print some debug information about the vector.
   */
  void print_stats(StringRef name = "") const
  {
    std::cout << "Vector Stats: " << name << "\n";
    std::cout << "  Address: " << this << "\n";
    std::cout << "  Elements: " << this->size() << "\n";
    std::cout << "  Capacity: " << (m_capacity_end - m_begin) << "\n";
    std::cout << "  Inline Capacity: " << InlineBufferCapacity << "\n";

    char memory_size_str[15];
    BLI_str_format_byte_unit(memory_size_str, sizeof(*this), true);
    std::cout << "  Size on Stack: " << memory_size_str << "\n";
  }

 private:
  T *inline_buffer() const
  {
    return (T *)m_inline_buffer.ptr();
  }

  bool is_inline() const
  {
    return m_begin == this->inline_buffer();
  }

  void ensure_space_for_one()
  {
    if (UNLIKELY(m_end >= m_capacity_end)) {
      this->realloc_to_at_least(this->size() + 1);
    }
  }

  BLI_NOINLINE void realloc_to_at_least(uint min_capacity)
  {
    if (this->capacity() >= min_capacity) {
      return;
    }

    /* At least double the size of the previous allocation. Otherwise consecutive calls to grow can
     * cause a reallocation every time even though min_capacity only increments.  */
    uint min_new_capacity = this->capacity() * 2;

    uint new_capacity = std::max(min_capacity, min_new_capacity);
    uint size = this->size();

    T *new_array = (T *)m_allocator.allocate(new_capacity * (uint)sizeof(T), alignof(T), AT);
    uninitialized_relocate_n(m_begin, size, new_array);

    if (!this->is_inline()) {
      m_allocator.deallocate(m_begin);
    }

    m_begin = new_array;
    m_end = m_begin + size;
    m_capacity_end = m_begin + new_capacity;
  }

  /**
   * Initialize all properties, except for m_allocator, which has to be initialized beforehand.
   */
  template<uint OtherInlineBufferCapacity>
  void init_copy_from_other_vector(const Vector<T, OtherInlineBufferCapacity, Allocator> &other)
  {
    m_allocator = other.m_allocator;

    uint size = other.size();
    uint capacity = size;

    if (size <= InlineBufferCapacity) {
      m_begin = this->inline_buffer();
      capacity = InlineBufferCapacity;
    }
    else {
      m_begin = (T *)m_allocator.allocate(sizeof(T) * size, alignof(T), AT);
      capacity = size;
    }

    m_end = m_begin + size;
    m_capacity_end = m_begin + capacity;

    uninitialized_copy_n(other.data(), size, m_begin);
    UPDATE_VECTOR_SIZE(this);
  }
};

#undef UPDATE_VECTOR_SIZE

/**
 * Use when the vector is used in the local scope of a function. It has a larger inline storage by
 * default to make allocations less likely.
 */
template<typename T, uint InlineBufferCapacity = 20>
using ScopedVector = Vector<T, InlineBufferCapacity, GuardedAllocator>;

} /* namespace blender */

#endif /* __BLI_VECTOR_HH__ */