6e8fbca745
match the genesis editor version 1.3.0.653.
80 lines
3.5 KiB
C++
80 lines
3.5 KiB
C++
/****************************************************************************
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Copyright (c) 2010, 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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#include "core/config.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, // standard heap for C++ objects
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ObjectArrayHeap, // for objects that use the array new/delete operator
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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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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 malloc_zone_t* 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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} // namespace Memory
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//------------------------------------------------------------------------------
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