6e8fbca745
match the genesis editor version 1.3.0.653.
219 lines
8.0 KiB
C++
219 lines
8.0 KiB
C++
/****************************************************************************
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Copyright (c) 2008, Radon Labs GmbH
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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//------------------------------------------------------------------------------
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/**
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@file memory/win360/win360memoryconfig.h
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Central config file for memory setup on the Win32 and Xbox360 platform.
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*/
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#include "core/config.h"
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#include "core/debug.h"
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namespace Memory
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{
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//------------------------------------------------------------------------------
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/**
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Heap types are defined here. The main purpose for the different heap
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types is to decrease memory fragmentation and to improve cache
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usage by grouping similar data together. Platform ports may define
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platform-specific heap types, as long as only platform specific
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code uses those new heap types.
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*/
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enum HeapType
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{
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DefaultHeap = 0, // for stuff that doesn't fit into any category
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ObjectHeap, // heap for global new allocator
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ObjectArrayHeap, // heap for global new[] allocator
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ResourceHeap, // heap for resource data (like animation buffers)
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ScratchHeap, // for short-lived scratch memory (encode/decode buffers, etc...)
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StringDataHeap, // special heap for string data
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StreamDataHeap, // special heap for stream data like memory streams, zip file streams, etc...
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PhysicsHeap, // physics engine allocations go here
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AppHeap, // for general Application layer stuff
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NetworkHeap, // for network layer
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ScaleformHeap, // the scaleform UI heap
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Xbox360GraphicsHeap, // defines special Xbox360 graphical memory
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Xbox360AudioHeap, // defines special Xbox360 audio memory
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NumHeapTypes,
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InvalidHeapType,
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};
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//------------------------------------------------------------------------------
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/**
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Heap pointers are defined here. Call ValidateHeap() to check whether
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a heap already has been setup, and to setup the heap if not.
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*/
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extern HANDLE volatile Heaps[NumHeapTypes];
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//------------------------------------------------------------------------------
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/**
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This method is called by SysFunc::Setup() to setup the different heap
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types. This method can be tuned to define the start size of the
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heaps and whether the heap may grow or not (non-growing heaps may
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be especially useful on console platforms without memory paging).
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*/
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extern void SetupHeaps();
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//------------------------------------------------------------------------------
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/**
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Returns a human readable name for a heap type.
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*/
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extern const char* GetHeapTypeName(HeapType heapType);
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//------------------------------------------------------------------------------
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/**
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Global PoolArrayAllocator objects, these are all setup in a central
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place in the Memory::SetupHeaps() function!
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*/
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#if NEBULA3_OBJECTS_USE_MEMORYPOOL
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class PoolArrayAllocator;
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extern PoolArrayAllocator* ObjectPoolAllocator; // Rtti::AllocInstanceMemory() and new operators alloc from here
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#endif
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//------------------------------------------------------------------------------
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/**
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Helper function for Heap16 functions: aligns pointer to 16 byte and
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writes padding mask to byte before returned pointer.
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*/
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__forceinline unsigned char*
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__HeapAlignPointerAndWritePadding16(unsigned char* ptr)
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{
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unsigned char paddingMask = DWORD(ptr) & 15;
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ptr = (unsigned char*)(DWORD(ptr + 16) & ~15);
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ptr[-1] = paddingMask;
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return ptr;
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}
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//------------------------------------------------------------------------------
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/**
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Helper function for Heap16 functions: "un-aligns" pointer through
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the padding mask stored in the byte before the pointer.
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*/
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__forceinline unsigned char*
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__HeapUnalignPointer16(unsigned char* ptr)
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{
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return (unsigned char*)(DWORD(ptr - 16) | ptr[-1]);
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}
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//------------------------------------------------------------------------------
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/**
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HeapAlloc replacement which always returns 16-byte aligned addresses.
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NOTE: only works for 32 bit pointers!
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*/
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__forceinline LPVOID
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__HeapAlloc16(HANDLE hHeap, DWORD dwFlags, SIZE_T dwBytes)
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{
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#if __XBOX360__
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return ::HeapAlloc(hHeap, dwFlags, dwBytes);
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#else
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unsigned char* ptr = (unsigned char*) ::HeapAlloc(hHeap, dwFlags, dwBytes + 16);
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if(ptr)
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ptr = __HeapAlignPointerAndWritePadding16(ptr);
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return (LPVOID) ptr;
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#endif
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}
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//------------------------------------------------------------------------------
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/**
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HeapReAlloc replacement for 16-byte alignment.
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NOTE: only works for 32 bit pointers!
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*/
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__forceinline LPVOID
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__HeapReAlloc16(HANDLE hHeap, DWORD dwFlags, LPVOID lpMem, SIZE_T dwBytes)
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{
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#if __XBOX360__
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return HeapReAlloc(hHeap, dwFlags, lpMem, dwBytes);
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#else
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// restore unaligned pointer
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unsigned char* ptr = (unsigned char*) lpMem;
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unsigned char* rawPtr = __HeapUnalignPointer16(ptr);
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// perform re-alloc, NOTE: if re-allocation can't happen in-place,
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// we need to handle the allocation ourselves, in order not to destroy
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// the original data because of different alignment!!!
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ptr = (unsigned char*) ::HeapReAlloc(hHeap, (dwFlags | HEAP_REALLOC_IN_PLACE_ONLY), rawPtr, dwBytes + 16);
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if (0 == ptr)
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{
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DWORD rawSize = ::HeapSize(hHeap, dwFlags, rawPtr);
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// re-allocate manually because padding may be different!
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ptr = (unsigned char*) ::HeapAlloc(hHeap, dwFlags, dwBytes + 16);
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ptr = __HeapAlignPointerAndWritePadding16(ptr);
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DWORD copySize = dwBytes <= (rawSize - 16) ? dwBytes : (rawSize - 16);
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::CopyMemory(ptr, lpMem, copySize);
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// release old mem block
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::HeapFree(hHeap, dwFlags, rawPtr);
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}
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else
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{
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// was re-allocated in place
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ptr = __HeapAlignPointerAndWritePadding16(ptr);
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}
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return (LPVOID) ptr;
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#endif
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}
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//------------------------------------------------------------------------------
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/**
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HeapFree replacement which always returns 16-byte aligned addresses.
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NOTE: only works for 32 bit pointers!
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*/
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__forceinline BOOL
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__HeapFree16(HANDLE hHeap, DWORD dwFlags, LPVOID lpMem)
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{
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#if __XBOX360__
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return ::HeapFree(hHeap, dwFlags, lpMem);
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#else
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unsigned char* ptr = (unsigned char*) lpMem;
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ptr = __HeapUnalignPointer16(ptr);
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return ::HeapFree(hHeap, dwFlags, ptr);
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#endif
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}
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//------------------------------------------------------------------------------
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/**
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HeapSize replacement function.
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*/
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__forceinline SIZE_T
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__HeapSize16(HANDLE hHeap, DWORD dwFlags, LPCVOID lpMem)
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{
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#if __XBOX360__
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return ::HeapSize(hHeap, dwFlags, lpMem);
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#else
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unsigned char* ptr = (unsigned char*) lpMem;
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ptr = __HeapUnalignPointer16(ptr);
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return ::HeapSize(hHeap, dwFlags, ptr);
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#endif
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}
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} // namespace Memory
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//------------------------------------------------------------------------------
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