d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
83 lines
3.6 KiB
C++
83 lines
3.6 KiB
C++
/*************************************************************************/
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/* memory_pool_static_malloc.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef MEMORY_POOL_STATIC_MALLOC_H
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#define MEMORY_POOL_STATIC_MALLOC_H
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#include "os/memory_pool_static.h"
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#include "os/mutex.h"
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/**
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@author Juan Linietsky <red@lunatea>
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*/
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class MemoryPoolStaticMalloc : public MemoryPoolStatic {
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struct RingPtr {
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size_t size;
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const char *descr; /* description of memory */
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RingPtr *next;
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RingPtr *prev;
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};
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RingPtr *ringlist;
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size_t total_mem;
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int total_pointers;
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size_t max_mem;
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int max_pointers;
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Mutex *mutex;
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void* _alloc(size_t p_bytes,const char *p_description=""); ///< Pointer in p_description shold be to a const char const like "hello"
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void* _realloc(void *p_memory,size_t p_bytes); ///< Pointer in
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void _free(void *p_ptr); ///< Pointer in p_description shold be to a const char const
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public:
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virtual void* alloc(size_t p_bytes,const char *p_description=""); ///< Pointer in p_description shold be to a const char const like "hello"
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virtual void free(void *p_ptr); ///< Pointer in p_description shold be to a const char const
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virtual void* realloc(void *p_memory,size_t p_bytes); ///< Pointer in
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virtual size_t get_available_mem() const;
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virtual size_t get_total_usage();
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virtual size_t get_max_usage();
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/* Most likely available only if memory debugger was compiled in */
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virtual int get_alloc_count();
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virtual void * get_alloc_ptr(int p_alloc_idx);
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virtual const char* get_alloc_description(int p_alloc_idx);
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virtual size_t get_alloc_size(int p_alloc_idx);
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void dump_mem_to_file(const char* p_file);
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MemoryPoolStaticMalloc();
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~MemoryPoolStaticMalloc();
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};
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#endif
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