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Copy pathMemoryManager.cpp
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1912 lines (1605 loc) · 48.4 KB
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// MemoryManager.cpp: implementation of the CMemoryManager class.
//
//////////////////////////////////////////////////////////////////////
#include "common.h"
#include "MemoryManager.h"
#include "assert.h"
#include "MemBuffer.h"
#include "Platform.h"
#include "DebugLog.h"
#include "Profile.h"
#include <malloc.h>
#include <stdio.h>
#include <string.h>
#include <stdarg.h>
#include "console.h"
#include "cliparams.h"
#if TARGET==PS2
#include <libdev.h>
#endif
// The Intel versions of the game have thread-safe memory management
// JCL - quick and dirty thread-safeness
// And Jan made it slower and safer but probably just as dirty.
#ifdef _DIRECTX // some philosophical point could be made here about intel being _DIRECTX
static void GRAB_MUTEX(BOOL *mutex)
{
// loop until we get the mutex
while (1)
{
bool busy;
// if mem_manager_mutex is 1, this will leave it as 1 but set busy to 1.
// if it's zero, it will set it to 1 and set busy to 0
__asm
{
mov eax, mutex
BTS DWORD PTR [eax], 1
MOV busy, 0
ADC busy, 0
}
if (busy)
{
Sleep(0);
}
else
{
break;
}
}
}
static void RELEASE_MUTEX(BOOL *mutex)
{
// we'd better have the mutex
ASSERT(*mutex);
// release it.
*mutex = FALSE;
}
// We've got one of those classic constructor/destructor classette things
class CMutexGrabber
{
BOOL *m_Mutex;
public:
CMutexGrabber(BOOL *mutex)
{
// save it for the destructor.
m_Mutex = mutex;
// do the work.
GRAB_MUTEX(mutex);
}
~CMutexGrabber()
{
RELEASE_MUTEX(m_Mutex);
}
};
#define PROTECT_WITH_MUTEX() CMutexGrabber grabber(&m_Mutex)
#else
#define PROTECT_WITH_MUTEX() (1)
#define GRAB_MUTEX(a) {}
#define RELEASE_MUTEX(a) {}
#endif
// #define this to enable memory tags
//#define MEMORY_TAGGING
MemoryTypeData gMemTypeData[] =
{
// Type, Name, Size Limit,
{ MEMTYPE_GENERIC, "Generic", 0xffffffff },
{ MEMTYPE_MESH, "Mesh", 0xffffffff },
{ MEMTYPE_TEXTURE, "Texture", 0xffffffff },
{ MEMTYPE_TEXTURE_DATA, "Texture surface", 0xffffffff },
{ MT_PHYSICS , "Physics", 0xffffffff },
{ MT_THING, "Thing", 0xffffffff },
{ MT_UNIT_THING, "Unit Thing", 0xffffffff },
{ MT_TREE_THING, "Tree", 0xffffffff },
{ MT_SQUAD, "Squad", 0xffffffff },
{ MT_INIT_THING, "Init Thing", 0xffffffff },
{ MT_BUBBLE, "Bubble", 0xffffffff },
{ MT_CST, "CST", 0xffffffff },
{ MT_DUNNO_THING, "Dunno thing?", 0xffffffff },
{ MT_ROUND, "Round", 0xffffffff },
{ MT_ROUND_DATA, "Round Data", 0xffffffff },
{ MT_UNIT_DATA, "Unit Data", 0xffffffff },
{ MEMTYPE_PARTICLE, "Particle", 0xffffffff },
{ MEMTYPE_MEMBUFFER, "MemBuffer", 0xffffffff },
{ MEMTYPE_FLEXARRAY, "FlexArray", 0xffffffff },
{ MEMTYPE_CAPTURE, "Capture", 0xffffffff },
{ MEMTYPE_MUSIC, "Music", 0xffffffff },
{ MEMTYPE_BATTLEENGINE, "Battle Engine", 0xffffffff },
{ MEMTYPE_AI, "AI", 0xffffffff },
{ MEMTYPE_GUIDE, "Guide", 0xffffffff },
{ MT_SCRIPT, "Script", 0xffffffff },
{ MT_VM_SCRIPT, "VM Script", 0xffffffff },
{ MT_INST_SCRIPT, "Script Inst", 0xffffffff },
{ MEMTYPE_MOTIONCONTROLLER, "Motion Controller", 0xffffffff },
{ MEMTYPE_CHUNKER, "Chunker", 0xffffffff },
{ MEMTYPE_CUTSCENE, "Cutscene", 0xffffffff },
{ MEMTYPE_EQUIPMENT, "Equipment", 0xffffffff },
{ MEMTYPE_VBUFTEXTURE, "VBufTexture", 0xffffffff },
{ MEMTYPE_INFLUENCEMAP, "InfleunceMap", 0xffffffff },
{ MEMTYPE_MAP, "Map", 0xffffffff },
{ MEMTYPE_HEIGHTFIELD, "Heightfield", 0xffffffff },
{ MEMTYPE_JCLTEXTURE, "JCLTexture", 0xffffffff },
{ MEMTYPE_MESHTEXTURE, "MeshTexture", 0xffffffff },
{ MEMTYPE_NAVIGATION, "Navigation", 0xffffffff },
{ MEMTYPE_CAMERA, "Camera", 0xffffffff },
{ MEMTYPE_CONTROLLER, "Controller", 0xffffffff },
{ MEMTYPE_PLAYER, "Player", 0xffffffff },
{ MEMTYPE_MESSAGEBOX, "MessageBox", 0xffffffff },
{ MEMTYPE_MESSAGEBOX, "MessageLog", 0xffffffff },
{ MEMTYPE_FEARGRID, "FearGrid", 0xffffffff },
{ MEMTYPE_VBUFFER, "VBuffer", 0xffffffff },
{ MEMTYPE_VBUFFER_DATA, "VBufferData", 0xffffffff },
{ MEMTYPE_DYNAMIC_VBUFFER_DATA,"Dynamic VBufferData", 0xffffffff },
{ MEMTYPE_MAPTEX, "MapTex", 0xffffffff },
{ MEMTYPE_KEMPYCUBE, "KempyCube", 0xffffffff },
{ MEMTYPE_SKY, "Sky", 0xffffffff },
{ MEMTYPE_WATER, "Water", 0xffffffff },
{ MEMTYPE_LIGHT, "Light", 0xffffffff },
{ MEMTYPE_LANDSCAPE, "Landscape", 0xffffffff },
{ MEMTYPE_GAMUT, "Gamut", 0xffffffff },
{ MEMTYPE_FRONTEND, "FrontEnd", 0xffffffff },
{ MEMTYPE_HUD, "HUD", 0xffffffff },
{ MEMTYPE_IMPOSTER, "Imposter", 0xffffffff },
{ MEMTYPE_MESHVB, "Mesh VB", 0xffffffff },
{ MEMTYPE_RENDERTHING, "Render Thing", 0xffffffff },
{ MEMTYPE_WEAPONMODE, "Weapon Mode", 0xffffffff },
{ MEMTYPE_WEAPON, "Weapon", 0xffffffff },
{ MEMTYPE_SPAWNER, "Spawner", 0xffffffff },
{ MEMTYPE_EXPLOSION, "Explosion", 0xffffffff },
{ MEMTYPE_COMPONENT, "Component", 0xffffffff },
{ MEMTYPE_FEATURE, "Feature", 0xffffffff },
{ MEMTYPE_DETAILLEVEL, "Detail Level", 0xffffffff },
{ MEMTYPE_EVENTMANAGER, "Event Manager", 0xffffffff },
{ MEMTYPE_SHADOW, "Shadow", 0xffffffff },
{ MEMTYPE_MAPWHO, "Map Who", 0xffffffff },
{ MEMTYPE_POLYBUCKET, "Poly Bucket", 0xffffffff },
{ MEMTYPE_POLYBUCKET_ENTRY, "Poly Bucket Entry", 0xffffffff },
{ MEMTYPE_PTRSET, "PtrSet", 0xffffffff },
{ MEMTYPE_RADAR, "Radar", 0xffffffff },
{ MEMTYPE_SOUND, "Sound", 0xffffffff },
{ MEMTYPE_SOUND_SAMPLE, "Sound sample", 0xffffffff },
{ MEMTYPE_SPTRSET, "SPtrSet", 0xffffffff },
{ MEMTYPE_BYTESPRITE, "ByteSprite", 0xffffffff },
{ MEMTYPE_CONSOLE, "Console", 0xffffffff },
{ MEMTYPE_WORLDMESHLIST, "World Mesh List", 0xffffffff },
{ MEMTYPE_VERTEXSHADER, "Vertex Shader", 0xffffffff },
{ MEMTYPE_WALL, "Wall", 0xffffffff },
{ MEMTYPE_IBUFFER, "IBuffer", 0xffffffff },
{ MEMTYPE_TREE, "Tree man stuff", 0xffffffff },
{ MEMTYPE_FONT, "Font", 0xffffffff },
{ MEMTYPE_ARRAY, "Array", 0xffffffff },
{ MT_DESTROYABLESEGMENT, "Destroyable Segment", 0xffffffff },
{ MT_DISPLAYLIST, "Display List", 0xffffffff },
{ MT_PS2PROFILER, "PS2 Profiler", 0xffffffff },
{ MT_PRIMITIVECOMPILER, "Primitive Compiler", 0xffffffff },
{ MEMTYPE_ACTIVE_READER, "Active Reader", 0xffffffff },
{ MT_LANDSCAPEDATA, "Land scape data", 0xffffffff },
{ MEMTYPE_SPHERETRIGGER, "Sphere trig contains", 0xffffffff },
{ MEMTYPE_GENERAL_VOLUME, "General volume", 0xffffffff },
{ MEMTYPE_SCRIPT_THING_PTR, "Script thing ptr", 0xffffffff },
{ MEMTYPE_DELETION_CALLBACK_LIST, "Deletion callback list", 0xffffffff },
{ MT_PALETTIZER, "Palettizer", 0xffffffff },
{ MEMTYPE_SCRATCHPAD, "Scratchpad", 0xffffffff },
{ MEMTYPE_TEMP, "Temp", 0xffffffff },
{ MEMTYPE_MEMTAG, "Memory tag", 0xffffffff },
{ MEMTYPE_DUMPTEMP, "Memory dump temporary",0xffffffff },
{ MEMTYPE_ATMOSPHERICS, "Atmospherics", 0xffffffff },
{ MEMTYPE_AREA, "Area", 0xffffffff },
{ MEMTYPE_DIRECTOR, "Director", 0xffffffff },
{ MEMTYPE_GROUPMANAGER, "Group manager", 0xffffffff },
{ MEMTYPE_PATH, "Path", 0xffffffff },
{ MEMTYPE_WORLD, "World", 0xffffffff },
{ MEMTYPE_CONFIGURATIONS, "Configurations", 0xffffffff },
{ MEMTYPE_COLLISION, "Collision", 0xffffffff },
{ MEMTYPE_MODELVIEWER, "Model viewer", 0xffffffff },
{ MEMTYPE_NODE, "Node", 0xffffffff },
{ MEMTYPE_GAMEDISC, "Gamedisc", 0xffffffff },
{ MEMTYPE_STATICSHADOW, "Static shadow", 0xffffffff },
{ MEMTYPE_DEBUGMARKER, "Debug marker", 0xffffffff },
{ MEMTYPE_TEXT, "Text", 0xffffffff },
{ MEMTYPE_SCENENODE, "Scene nodes", 0xffffffff },
{ MEMTYPE_MESHCACHE, "Meshpart cache", 0xffffffff },
{ MEMTYPE_SCENE, "Scene", 0xffffffff },
{ MEMTYPE_SCRIPT, "Script2", 0xffffffff },
{ MEMTYPE_MIXERMAP, "Mixer map", 0xffffffff },
{ MEMTYPE_HELP_TEXT_DISPLAY, "Help Text Display", 0xffffffff },
{ MEMTYPE_STORAGE, "Storage fallback", 0xffffffff },
{ MEMTYPE_BINK_VIDEO, "Bink Video", 0xffffffff },
{ MEMTYPE_MAPWHO_ENTRY, "Mapwho entry", 0xffffffff },
{ MEMTYPE_MEMORYCARD, "Memory card", 0xffffffff },
{ MEMTYPE_POSE, "Mesh pose data", 0xffffffff },
{ MEMTYPE_INDEX_BUFFER, "Index buffer data", 0xffffffff },
{ MEMTYPE_TINY_HEAP, "Tiny Block heap", 0xffffffff },
{ MEMTYPE_FMV, "FMV", 0xffffffff },
{ MEMTYPE_UNKNOWN, "Unknown", 0xffffffff },
{ MEMTYPE_LIMIT, "", 0xffffffff }
};
//*******************************************************************
//
// CMemoryBlock
//
//*******************************************************************
void CMemoryBlock::Init( UINT aSize, BOOL aUsed, EMemoryType aType, char * aFilename, UINT aLine )
{
mMagic = MEM_MAGIC_HEADER;
ASSERT( (aSize&0xf) == 0 );
mSize = aSize - MEMBLOCK_HEADER_SIZE;
SetUsed( aUsed );
SetBaseSet(FALSE);
mType = aType;
mpNext = 0;
#ifdef MEMMANAGER_DEBUG
strncpy( mFilename, aFilename, 64 );
mFileLine = aLine;
#endif
}
void CMemoryBlock::Resize( UINT aSize )
{
// round size up to nearest 16 bytes:
ASSERT( (aSize&0xf) == 0 );
mSize = aSize - MEMBLOCK_HEADER_SIZE;
}
void CMemoryBlock::SetUsed( BOOL aUsed )
{
if( aUsed )
{
mSize |= 1;
}
else
{
mSize &= 0xfffffffe;
}
}
//*****************************************************************************
//
// CMemoryHeap
//
//*****************************************************************************
CMemoryHeap::CMemoryHeap()
{
#ifdef _DIRECTX
m_Mutex = 0;
#endif
}
// XBox needs to support allocating physical contiguous memory
// Jan says - I'm trying to share code as much as possible here rather than having two almost-
// identical functions.
#if TARGET == XBOX
BOOL CMemoryHeap::Init( UINT aSize, UINT tinysize, char *name, BOOL bPhysicalContiguous, BOOL bSupportSmallAllocs)
#else
BOOL CMemoryHeap::Init( UINT aSize, UINT tinysize, char *name, BOOL bSupportSmallAllocs)
#endif
{
m_bSupportSmallAllocs = bSupportSmallAllocs;
// memory usage statistics:
int i;
mUsedSize = mFreeSize = 0;
mUsedMaxSize = 0;
for( i=0; i<MEMTYPE_LIMIT; ++i )
{
mTypeSize[ i ] = 0;
mLastTypeSize[ i ] = 0;
}
// block statistics:
mUsedBlocks = mFreeBlocks = 0;
for( i=0; i<MEMTYPE_LIMIT; ++i )
{
mTypeBlocks[ i ] = 0;
mLastTypeBlocks[ i ] = 0;
}
for( i=0; i<16; ++i )
{
mpSmallFree[ i ] = 0;
}
if( aSize & 0xf )
{
aSize += 0x10;
}
aSize &= 0xfffffff0;
mMerge = TRUE;
ASSERT(strlen(name)<64);
strcpy(mName,name);
// Add heap to the heap list
mNextHeap=MEM_MANAGER.mFirstHeap;
MEM_MANAGER.mFirstHeap=this;
// allocate memory and add to free list
mSize = aSize;
// The actual allocation is slightly different on XBOX
#if TARGET == XBOX
// There are two different flavours of memory.
m_bPhysicalContiguous = bPhysicalContiguous;
if (bPhysicalContiguous)
{
mpMem = D3D_AllocContiguousMemory(mSize, D3DTEXTURE_ALIGNMENT);
char buf[200];
sprintf(buf, "Physical Contiguous Memory heap base=0x%8x\n",mpMem);
OutputDebugString(buf);
}
else
{
// allocate memory and add to free list
mpMem = malloc( mSize );
char buf[200];
sprintf(buf, "Memory heap base=0x%8x\n",mpMem);
OutputDebugString(buf);
}
#else // TARGET == XBOX
// just a simple malloc thanks.
mpMem = malloc( mSize );
#endif // TARGET == XBOX
if( mpMem )
{
while( (UINT)mpMem & 0xf )
{
// nasty - will break deletion
mpMem = (void*)( (UINT)mpMem + 1 );
mSize--;
}
mSize = (mSize>>4)<<4;
mpFree = (CMemoryBlock*)mpMem;
mpFree->Init( mSize );
mpFree->SetUsed( FALSE );
mpFree->SetBaseSet(FALSE);
mFreeSize = aSize;
mFreeBlocks++;
ASSERT( ( (UINT)mpMem & 0xf ) == 0 );
if (tinysize != 0)
{
// Now allocate a block for the tiny stuff.
ASSERT((tinysize & (TINY_BLOCK - 1)) == 0);
mTinyHeap = Alloc(tinysize, MEMTYPE_TINY_HEAP, __FILE__, __LINE__);
// And fill it
void *freeness;
for (freeness = mTinyHeap; freeness < (void *)(((char *)mTinyHeap) + tinysize - TINY_BLOCK); freeness = *(void **)freeness)
{
*(void **)freeness = (void *)(((char *)freeness) + TINY_BLOCK);
}
// terminate it
*(void **)freeness = NULL;
// and start it.
mTinyHeapFreePtr = mTinyHeap;
mTinyHeapEnd = (void *)(((char *)mTinyHeap) + tinysize);
}
else
{
// no tiny heap.
mTinyHeapFreePtr = mTinyHeapEnd = mTinyHeap = NULL;
}
return TRUE;
}
return FALSE;
}
//*****************************************************************************
static bool in_free_list(void *mem, void *heap, void *free_ptr, void *heap_end)
{
bool retval = false;
while (free_ptr)
{
ASSERT(heap < free_ptr && free_ptr < heap_end); // check the free ptr points to something in the heap.
ASSERT(((char *)free_ptr - (char *)heap) % TINY_BLOCK == 0); // free ptr should be on a block boundary.
// so is this block in the free list?
if (free_ptr == mem) retval = true;
// go to the next free ptr.
free_ptr = *(void **)free_ptr;
};
return retval;
}
bool CMemoryHeap::FreeTiny(void *mem)
{
if (mem && mem >= mTinyHeap && mem < mTinyHeapEnd)
{
// It's one of mine!
// While we're here, let's check for some validity.
ASSERT(((char *)mem - (char *)mTinyHeap) % TINY_BLOCK == 0); // should be on a block boundary.
// too damn slow:
// ASSERT(!in_free_list(mem, mTinyHeap, mTinyHeapFreePtr, mTinyHeapEnd)); // shouldn't be already free
// it's one of mine! Stick it back in the free list.
*(void **)mem = mTinyHeapFreePtr;
mTinyHeapFreePtr = mem;
return true;
}
return false;
}
//*****************************************************************************
bool CMemoryHeap::ReallocTiny(void *mem, UINT newsize, void **retval)
{
if (!IsTiny(mem)) return false;
// Let's just get the data into temporary space.
char temp[TINY_BLOCK];
memcpy(temp, mem, TINY_BLOCK);
// get rid of the current alloc
FreeTiny(mem);
// create a new one.
void *data = Alloc(newsize, MEMTYPE_GENERIC, __FILE__, __LINE__);
if (data)
{
UINT copysize = min(newsize, TINY_BLOCK);
memmove(data, temp, copysize);
}
else
{
// Oh dear out of memory. The complaint will happen in the Alloc method so
// nothing needs doing here.
}
*retval = data;
return true;
}
//*****************************************************************************
void *CMemoryHeap::AllocTiny()
{
// do we have space?
if (mTinyHeapFreePtr)
{
// We have space!
void *retval = mTinyHeapFreePtr;
mTinyHeapFreePtr = *(void **)mTinyHeapFreePtr;
return retval;
}
// oh dear.
return NULL;
}
//*****************************************************************************
void CMemoryHeap::FlagAsBaseSet()
{
CMemoryBlock *block;
for (block= (CMemoryBlock*) mpMem; !IsLastBlock(block); block=block->GetBlockBelow())
{
if (block->IsUsed())
{
block->SetBaseSet(TRUE);
}
}
}
//*****************************************************************************
void CMemoryHeap::ClearToBaseSet()
{
printf("-- CLEARING MEMORY MAP --\n");
BOOL anyerrors=FALSE;
CMemoryBlock *block;
for (block= (CMemoryBlock*) mpMem; !IsLastBlock(block); block=block->GetBlockBelow())
{
if (block->IsUsed())
{
if (!block->IsBaseSet())
{
printf("Deleting stray block at 0x%08x\n",(UINT) block);
#ifdef _DEBUG
// printf("-Allocated from %s line %d\n",block->mFilename,block->mLine);
#endif
Free(block);
anyerrors=TRUE;
}
}
}
printf("-- DONE --\n");
if (CLIPARAMS.mDevKit)
{
if (anyerrors)
SASSERT(0,"Memory leaks!");
}
}
//*****************************************************************************
void CMemoryHeap::Shutdown()
{
#ifndef VANILLA_MEMORYMANAGER
// Remove ourselves from the heap list
CMemoryHeap *c=MEM_MANAGER.mFirstHeap;
CMemoryHeap *l=NULL;
while (c && (c!=this))
{
l=c;
c=c->mNextHeap;
}
ASSERT(c);
if (l)
l->mNextHeap=this->mNextHeap;
else
MEM_MANAGER.mFirstHeap=this->mNextHeap;
#if TARGET == XBOX
// remove all blocks and free memory
if (m_bPhysicalContiguous)
D3D_FreeContiguousMemory(mpMem);
else
free(mpMem);
#else
free(mpMem);
#endif
#endif
}
int alloccount=0;
#define SMALL_BLOCK_GAIN_TOLERANCE 1 // multiply by 16 bytes
//*****************************************************************************
//static BOOL jcl_debug_check = TRUE;
static BOOL jcl_debug_check = FALSE;
void * CMemoryHeap::Alloc( UINT aSize, EMemoryType aType, char * apFilename, UINT aLine )
{
PROTECT_WITH_MUTEX();
PROFILE_FN(MMAlloc);
#ifdef VANILLA_MEMORYMANAGER
SASSERT(0,"Don't call the memory manager with VANILLA_MEMORYMANAGER defined!");
#endif
// ASSERT(mMerge == TRUE); // can't alloc in unmerged state
#if TARGET==PS2
/* if ((alloccount % 100)==0)
CONSOLE.Print("Alloc() number %d\n",alloccount);
alloccount++;
char buf[256];
sprintf(buf,"Alloc() at %s, line %d\n",apFilename,aLine);
Validate(buf);*/
// ASSERT( aType != MEMTYPE_GENERIC );
#endif
#if TARGET != PS2
/* if (aType == MEMTYPE_GENERIC)
{
char buf[256];
sprintf(buf,"Blah\n");
if (aSize>10000)
TRACE(buf);
}*/
/* if (jcl_debug_check)
if (aSize > 100)
__asm int 3;*/
#endif
// round up to next 16
aSize += 0xf;
aSize &= 0xfffffff0;
// Try allocating in the tiny heap.
if (aSize <= TINY_BLOCK)
{
void *retval = AllocTiny();
if (retval) return retval;
// otherwise, no space, drop through to default allocator.
}
UINT lUsedBlockSize = aSize + MEMBLOCK_HEADER_SIZE;
// do some special stuff if block is small:
if ((aSize < 256) && (m_bSupportSmallAllocs))
{
int min_size = (aSize >> 4) + SMALL_BLOCK_GAIN_TOLERANCE ;
if (min_size > 16 ) min_size = 16 ;
for( int i=aSize >> 4; i< min_size; ++i )
{
if( mpSmallFree[ i ] )
{
CMemoryBlock * lpBlock = mpSmallFree[ i ];
mpSmallFree[ i ]->SetUsed( TRUE );
mpSmallFree[ i ]->SetBaseSet( FALSE );
mpSmallFree[ i ]->mType = aType;
#ifdef MEMMANAGER_DEBUG
strncpy( mpSmallFree[ i ]->mFilename, apFilename, 60 );
mpSmallFree[ i ]->mFileLine = aLine;
#endif
// find new free block:
mpSmallFree[ i ] = mpSmallFree[ i ]->mpNext;
mFreeSize -= lpBlock->GetBlockSize();
mUsedSize += lpBlock->GetBlockSize();
mTypeSize[ aType ] += lpBlock->GetBlockSize();
mUsedBlocks++;
mFreeBlocks--;
mTypeBlocks[ aType ]++;
return lpBlock->GetMem();
}
}
}
CMemoryBlock * lpFree = GetFreeBlock( aSize );
if( !lpFree )
{
lpFree = GetFreeBlock( aSize );
// no free memory at all:
Cleanup(false);
lpFree = GetFreeBlock( aSize );
if( !lpFree )
{
// still no free memory at all!:
#if TARGET==PS2
DPUT_GS_BGCOLOR(SCE_GS_SET_BGCOLOR(0,0,0xFF));
#endif
LOG.AddMessage("FATAL ERROR: Out of memory!!! (trying to allocate %d bytes)", aSize) ;
LogStats();
MEM_MANAGER.DumpMemory("Out of memory");
#if TARGET==PS2
printf("Out of memory!\n");
asm("break");
#elif TARGET == XBOX
// the out-of-memories are caught elsewhere
#else
SASSERT(0,"Out of memory!");
#endif
return 0;
}
}
if( lUsedBlockSize < lpFree->GetSize() )
{
// no problem to split block
// calculate new block sizes (including pad);
UINT lFreeBlockSize = lpFree->GetBlockSize() - lUsedBlockSize;
CMemoryBlock * lpUsed = lpFree;
lpFree = (CMemoryBlock*)( (UINT)lpUsed + lUsedBlockSize );
// resize free block:
lpFree->Init( lFreeBlockSize, FALSE, aType, apFilename, aLine );
AddToFreeList( lpFree );
// create used block:
lpUsed->Init( lUsedBlockSize, TRUE, aType, apFilename, aLine );
mFreeSize -= lUsedBlockSize;
mUsedSize += lUsedBlockSize;
if( mUsedSize > mUsedMaxSize )
{
mUsedMaxSize = mUsedSize;
}
mTypeSize[ aType ] += lUsedBlockSize;
mUsedBlocks++;
mTypeBlocks[ aType ]++;
return lpUsed->GetMem();
}
else if( aSize <= lpFree->GetSize() )
{
// free block too small to split. just convert whole block to used
lUsedBlockSize = lpFree->GetBlockSize();
// add to used list:
CMemoryBlock * lpBlock = lpFree;
lpFree->SetUsed( TRUE );
lpFree->SetBaseSet( FALSE );
lpFree->mType = aType;
#ifdef MEMMANAGER_DEBUG
strncpy( lpFree->mFilename, apFilename, 64 );
lpFree->mFileLine = aLine;
#endif
mFreeSize -= lUsedBlockSize;
mUsedSize += lUsedBlockSize;
mTypeSize[ aType ] += lUsedBlockSize;
mUsedBlocks++;
mFreeBlocks--;
mTypeBlocks[ aType ]++;
return lpBlock->GetMem();
}
else
{
// not enough free memory:
Cleanup(false); // slow, but might find us the memory we need
CMemoryBlock * lpFree = GetFreeBlock( aSize );
if( !lpFree )
{
ASSERT( 0 );
return 0;
}
else
{
return Alloc( aSize, aType, apFilename, aLine );
}
}
}
//*****************************************************************************
void * CMemoryHeap::ReAlloc( CMemoryBlock * apBlock, UINT aSize )
{
// don't grab the mutex, the functions called will do that instead
#ifdef VANILLA_MEMORYMANAGER
SASSERT(0,"Don't call the memory manager with VANILLA_MEMORYMANAGER defined!");
#endif
#ifdef MEMMANAGER_DEBUG
void * lpMem = Alloc( aSize, apBlock->GetType(), apBlock->mFilename, apBlock->mFileLine );
#else
void * lpMem = Alloc( aSize, apBlock->GetType(), "", 0 );
#endif
if( lpMem )
{
SINT lSize = ( apBlock->GetSize() > aSize ) ? aSize : apBlock->GetSize();
memcpy( lpMem, apBlock->GetMem(), lSize );
}
Free( apBlock );
return lpMem;
}
//*****************************************************************************
void CMemoryHeap::Free( CMemoryBlock * apBlock )
{
PROTECT_WITH_MUTEX();
PROFILE_FN(MMFree);
#ifdef VANILLA_MEMORYMANAGER
SASSERT(0,"Don't call the memory manager with VANILLA_MEMORYMANAGER defined!");
#endif
UINT lBlockSize = apBlock->GetBlockSize();
mFreeSize += lBlockSize;
mUsedSize -= lBlockSize;
mTypeSize[ apBlock->GetType() ] -= lBlockSize;
ASSERT( mTypeSize[ apBlock->GetType() ] >= 0 );
mUsedBlocks--;
ASSERT( mUsedBlocks >= 0 );
mFreeBlocks++;
mTypeBlocks[ apBlock->GetType() ]--;
apBlock->SetUsed( FALSE );
apBlock->SetBaseSet( FALSE );
AddToFreeList( apBlock );
}
//*****************************************************************************
void CMemoryHeap::AddToFreeList( CMemoryBlock * apBlock )
{
// special case for small blocks:
if ((apBlock->GetSize() < 256) && m_bSupportSmallAllocs)
{
// add free block into list in memory order (to get maximum reuse):
/* CMemoryBlock * lpPrev = 0;
for( CMemoryBlock * lpBlock = mpSmallFree[ apBlock->GetSize() >> 4 ]; lpBlock; lpPrev = lpBlock, lpBlock = lpBlock->mpNext )
{
if( (UINT)lpBlock < (UINT)apBlock )
{
break;
}
}
if( lpPrev )
{
// add into list:
apBlock->mpNext = lpPrev->mpNext;
lpPrev->mpNext = apBlock;
}
else
{*/
apBlock->mpNext = mpSmallFree[ apBlock->GetSize() >> 4 ];
/* if ((unsigned)apBlock->mpNext > 0xf0000000)
_asm int 3*/
mpSmallFree[ apBlock->GetSize() >> 4 ] = apBlock;
// }
}
else
{
CMemoryBlock * lpPrev = 0;
CMemoryBlock * lpBlock;
if( mMerge )
{
// attempt to merge with existing free blocks:
for( lpBlock = mpFree; lpBlock; lpPrev = lpBlock, lpBlock = lpBlock->mpNext )
{
ASSERT( lpBlock->IsValid() );
if( lpBlock->GetBlockBelow() == apBlock )
{
// remove block from list:
if( lpPrev )
{
lpPrev->mpNext = lpBlock->mpNext;
/* if ((unsigned)(lpPrev->mpNext) > 0xf0000000)
_asm int 3*/
}
else
{
mpFree = lpBlock->mpNext;
}
// merge blocks:
UINT lMergedSize = lpBlock->GetBlockSize() + apBlock->GetBlockSize();
apBlock = lpBlock;
apBlock->Resize( lMergedSize );
mFreeBlocks--;
break;
}
}
lpPrev = 0;
for( lpBlock = mpFree; lpBlock; lpPrev = lpBlock, lpBlock = lpBlock->mpNext )
{
if( apBlock->GetBlockBelow() == lpBlock )
{
// remove block from list:
if( lpPrev )
{
lpPrev->mpNext = lpBlock->mpNext;
/* if ((unsigned)(lpPrev->mpNext) > 0xf0000000)
_asm int 3*/
}
else
{
mpFree = lpBlock->mpNext;
}
// merge blocks:
UINT lMergedSize = lpBlock->GetBlockSize() + apBlock->GetBlockSize();
apBlock->Resize( lMergedSize );
mFreeBlocks--;
break;
}
}
// add free block into list in size order:
lpPrev = 0;
for( lpBlock = mpFree; lpBlock; lpPrev = lpBlock, lpBlock = lpBlock->mpNext )
{
if( lpBlock->GetSize() >= apBlock->GetSize() )
{
break;
}
}
}
if( lpPrev )
{
// add into list:
apBlock->mpNext = lpPrev->mpNext;
/* if ((unsigned)(apBlock->mpNext) > 0xf0000000)
_asm int 3*/
lpPrev->mpNext = apBlock;
}
else
{
// add to start of list:
apBlock->mpNext = mpFree;
/* if ((unsigned)(apBlock->mpNext) > 0xf0000000)
_asm int 3*/
mpFree = apBlock;
}
}
}
//*****************************************************************************
// void SetMerge( BOOL aMerge ) { mMerge = aMerge; }
void CMemoryHeap::SetMerge( BOOL aMerge )
{
if (aMerge == TRUE)
{
if (mMerge == FALSE)
{
// going from non-merged to merged.
// Cleanup, then sort the blocks
Cleanup();
CMemoryBlock *fb = mpFree;
BOOL first_time = TRUE;
while (fb)
{
// simple (shite) sort - find smallest first.
CMemoryBlock *b = fb;
CMemoryBlock *smallest = fb;
CMemoryBlock *prev = NULL;
CMemoryBlock *prev_small = NULL;
UINT size = 0x8fffffff;
while (b)
{
if (b->GetSize() < size)