The dynamic heap allocator is the main heap allocator. It applies the algorithm Two Level Segregated Fit (TLSF) to blocks of memory.
Each platform has a default block size, which you can customize. An allocation must be smaller than half a block. An allocation of half a block or more is too large for the dynamic heap allocator and in such cases Unity uses the virtual memory API to make the allocation instead.
動的ヒープアロケーターの使用量レポートの例:
[ALLOC_DEFAULT_MAIN]
Peak usage frame count: [16.0 MB-32.0 MB]: 497 frames, [32.0 MB-64.0 MB]: 1 frames
Requested Block Size 16.0 MB
Peak Block count 2
Peak Allocated memory 54.2 MB
Peak Large allocation bytes 40.2 MB
この例では、TLSF ブロックサイズが 16 MB に設定されており、Unity は 2 つのブロックを割り当てました。アロケーターのピーク使用量は 54.2 MB でした。この 52.4 MB のうち、40.2 MB は TLSF ブロックには割り当てられておらず、代わりに仮想メモリにフォールバックしました。ほとんどのフレームでは、割り当てられたメモリが 16 - 32 MB でしたが、1 つのフレーム (おそらくローディングフレーム) では、ピークで 32 - 64 MB に達しました。
ブロックサイズを大きくすれば、大きな割り当てが仮想メモリにフォールバックせずに動的ヒープに留まることになります。しかし、そのブロックサイズがメモリの浪費につながる可能性があります。なぜなら、ブロックが完全に使用されない可能性があるためです。
Tip: The type tree and file cache allocators use dynamic heap allocation. To save the memory blocks they would otherwise use under this algorithm, you can set the type tree block size and file cache block size to 0. Allocations that would have used typetree and cache will then fall back to the main allocator instead. Note that this comes with the risk of increased native memory fragmentation. Refer to Customize allocators for how to set these block sizes.
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