genesis-3d_engine/Engine/foundation/memory/win360/win360memory.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

169 lines
5.2 KiB
C++

/****************************************************************************
Copyright (c) 2006, Radon Labs GmbH
Copyright (c) 2011-2013,WebJet Business Division,CYOU
http://www.genesis-3d.com.cn
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#pragma once
//------------------------------------------------------------------------------
/**
@file memory/win360/win360memory.h
Memory subsystem features which are identical on Win32 and Xbox360.
*/
#include "core/config.h"
#include "core/debug.h"
#include "threading/interlocked.h"
#include "memory/win360/win360memoryconfig.h"
#if __WIN32__
#include "memory/win32/win32memory.h"
#elif __XBOX360__
#include "memory/xbox360/xbox360memory.h"
#endif
namespace Memory
{
extern int volatile TotalAllocCount;
extern int volatile TotalAllocSize;
extern int volatile HeapTypeAllocCount[NumHeapTypes];
extern int volatile HeapTypeAllocSize[NumHeapTypes];
extern unsigned int volatile MemoryLoggingThreshold;
extern HeapType volatile MemoryLoggingHeapType;
//------------------------------------------------------------------------------
/**
Global memory functions.
*/
/// allocate a chunk of memory
extern void* Alloc(HeapType heapType, size_t size);
/// re-allocate a chunk of memory
extern void* Realloc(HeapType heapType, void* ptr, size_t size);
/// free a chunk of memory
extern void Free(HeapType heapType, void* ptr);
/// duplicate a C-string (obsolete)
extern char* DuplicateCString(const char* from);
/// check if 2 memory regions are overlapping
extern bool IsOverlapping(const unsigned char* srcPtr, size_t srcSize, const unsigned char* dstPtr, size_t dstSize);
//------------------------------------------------------------------------------
/**
Get the system's total current memory, this does not only include
Nebula3's memory allocations but the memory usage of the entire system.
*/
struct TotalMemoryStatus
{
unsigned int totalPhysical;
unsigned int availPhysical;
unsigned int totalVirtual;
unsigned int availVirtual;
};
extern TotalMemoryStatus GetTotalMemoryStatus();
extern void DumpTotalMemoryStatus();
//------------------------------------------------------------------------------
/**
Debug function which validates the process heap. This will NOT check
local heaps (call Heap::ValidateAllHeaps() for this).
Stops the program if something is wrong.
*/
#if NEBULA3_MEMORY_ADVANCED_DEBUGGING
/// check memory lists for consistency
extern bool ValidateMemory();
/// dump current memory status to log file
extern void Checkpoint(const char* msg);
/// enable memory logging
void EnableMemoryLogging(unsigned int threshold, HeapType heapType = InvalidHeapType);
/// disable memory logging
void DisableMemoryLogging();
/// toggle memory logging
void ToggleMemoryLogging(unsigned int threshold, HeapType heapType = InvalidHeapType);
/// dump memory leaks
void DumpMemoryLeaks();
#endif
#if NEBULA3_MEMORY_ADVANCED_DEBUGGING
#define __MEMORY_CHECKPOINT(s) Memory::Checkpoint(##s)
#else
#define __MEMORY_CHECKPOINT(s)
#endif
// FIXME: Memory-Validation disabled for now
#define __MEMORY_VALIDATE(s)
} // namespace Memory
#ifdef new
#undef new
#endif
#ifdef delete
#undef delete
#endif
//------------------------------------------------------------------------------
/*
Override new / delete operators.
*/
__forceinline void*
operator new(size_t size)
{
return Memory::Alloc(Memory::ObjectHeap, size);
}
__forceinline void*
operator new(size_t size, const std::nothrow_t& noThrow)
{
return Memory::Alloc(Memory::ObjectHeap, size);
}
__forceinline void*
operator new[](size_t size)
{
return Memory::Alloc(Memory::ObjectArrayHeap, size);
}
__forceinline void*
operator new[](size_t size, const std::nothrow_t& noThrow)
{
return Memory::Alloc(Memory::ObjectArrayHeap, size);
}
__forceinline void
operator delete(void* p)
{
Memory::Free(Memory::ObjectHeap, p);
}
__forceinline void
operator delete[](void* p)
{
Memory::Free(Memory::ObjectArrayHeap, p);
}
#define n_new(type) new type
#define n_new_array(type,size) new type[size]
#define n_delete(ptr) delete ptr
#define n_delete_array(ptr) delete[] ptr
//------------------------------------------------------------------------------