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//=============================================================================
// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
//
// File: createheap.cpp
//
// Description: this set of functions creates heaps
//
// History: 2003/04/13 + Created -- Ian Gipson
//
//=============================================================================
//========================================
// System Includes
//========================================
//========================================
// Project Includes
//========================================
#include <memory/createheap.h>
#include <radmemorymonitor.hpp>
//*****************************************************************************
//
// Global Data, Local Data, Local Classes
//
//*****************************************************************************
IRadMemoryHeap* g_HeapArray[ NUM_GAME_MEMORY_ALLOCATORS ];
struct HeapCreationData
{
HeapType type;
GameMemoryAllocator parent;
char name[ 256 ];
};
HeapCreationData g_HeapCreationData[] =
{
{ HEAP_TYPE_DOUG_LEA, GMA_DEFAULT, "Default" },
{ HEAP_TYPE_DOUG_LEA, GMA_DEFAULT, "Temp" },
{ HEAP_TYPE_NONE, GMA_DEFAULT, "Gamecube VMM" },
#ifdef RAD_WIN32
{ HEAP_TYPE_TRACKING, GMA_DEFAULT, "Persistent" }, // no static heap for pc
#else
{ HEAP_TYPE_STATIC, GMA_DEFAULT, "Persistent" },
#endif // RAD_WIN32
{ HEAP_TYPE_TRACKING, GMA_DEFAULT, "Level" },
{ HEAP_TYPE_TRACKING, GMA_DEFAULT, "Level Movie" },
{ HEAP_TYPE_TRACKING, GMA_DEFAULT, "Level FE" },
{ HEAP_TYPE_TRACKING, GMA_DEFAULT, "Level Zone" },
{ HEAP_TYPE_TRACKING, GMA_DEFAULT, "Level Other" },
{ HEAP_TYPE_DOUG_LEA, GMA_DEFAULT, "Level Hud" },
{ HEAP_TYPE_TRACKING, GMA_DEFAULT, "Level Mission" },
{ HEAP_TYPE_TRACKING, GMA_DEFAULT, "Level Audio" },
{ HEAP_TYPE_NONE, GMA_DEFAULT, "Debug" },
{ HEAP_TYPE_TRACKING, GMA_DEFAULT, "Special" },
{ HEAP_TYPE_TRACKING, GMA_DEFAULT, "Music" },
{ HEAP_TYPE_DOUG_LEA, GMA_DEFAULT, "Audio Persistent" },
{ HEAP_TYPE_DOUG_LEA, GMA_DEFAULT, "Small Alloc" },
#ifdef RAD_XBOX
{ HEAP_TYPE_TRACKING, GMA_DEFAULT, "XBOX Sound" },
#endif
#ifdef USE_CHAR_GAG_HEAP
{ HEAP_TYPE_DOUG_LEA, GMA_DEFAULT, "Characters and Gags" },
#endif
{ HEAP_TYPE_TRACKING, GMA_DEFAULT, "Anywhere in Level" },
{ HEAP_TYPE_TRACKING, GMA_DEFAULT, "Anywhere in FE" },
{ HEAP_TYPE_TRACKING, GMA_DEFAULT, "Either Other or Zone" },
{ HEAP_TYPE_TRACKING, GMA_DEFAULT, "Search" },
{ HEAP_TYPE_NONE, GMA_DEFAULT, "???" },
{ HEAP_TYPE_NONE, GMA_DEFAULT, "???" },
};
//*****************************************************************************
//
// Public Member Functions
//
//*****************************************************************************
//=============================================================================
// AllocatorType
//=============================================================================
//
// Description: which type of heap is this?
//
// Parameters: allocator - which heap are we concerned with
//
// Return: N/A.
//
//=============================================================================
HeapType AllocatorType( GameMemoryAllocator allocator )
{
return g_HeapCreationData[ allocator ].type;
}
//=============================================================================
// CreateHeap
//=============================================================================
//
// Description: Creates the specified heap
//
// Parameters: allocator - which heap are we creating
//
// Return: N/A.
//
//=============================================================================
void CreateHeap ( GameMemoryAllocator allocator, const unsigned int size )
{
unsigned int index = static_cast< unsigned int >( allocator );
rAssert( g_HeapArray[ index ] == NULL );
HeapType type = g_HeapCreationData[ index ].type;
const char* name = g_HeapCreationData[ index ].name;
GameMemoryAllocator parent = g_HeapCreationData[ index ].parent;
rReleasePrintf ("Creating Heap: %s (%d)\n", name, size );
#ifdef RAD_RELEASE
if( type == HEAP_TYPE_TRACKING )
{
type = HEAP_TYPE_NONE;
}
#endif
switch( type )
{
case HEAP_TYPE_STATIC :
{
HeapMgr()->PushHeap( GMA_DEBUG );
g_HeapArray[ index ] = radMemoryCreateStaticHeap( size, RADMEMORY_ALLOC_DEFAULT, name );
g_HeapArray[ index ]->AddRef();
HeapMgr()->PopHeap( GMA_DEBUG );
break;
}
case HEAP_TYPE_TRACKING :
{
HeapMgr()->PushHeap( GMA_DEBUG );
g_HeapArray[ index ] = radMemoryCreateTrackingHeap( size, RADMEMORY_ALLOC_DEFAULT, name );
HeapMgr()->PopHeap( GMA_DEBUG );
break;
}
case HEAP_TYPE_DOUG_LEA :
{
HeapMgr()->PushHeap( GMA_DEBUG );
g_HeapArray[ index ] = radMemoryCreateDougLeaHeap( size, RADMEMORY_ALLOC_DEFAULT, name );
g_HeapArray[ index ]->AddRef();
HeapMgr()->PopHeap( GMA_DEBUG );
break;
}
case HEAP_TYPE_NONE :
{
//rAssert( false );
return;
}
default:
{
rAssert( false );
return;
}
}
radMemoryRegisterAllocator( allocator, parent,g_HeapArray[ index ] );
}
//=============================================================================
// DestroyHeap
//=============================================================================
//
// Description: Destroys the specified heap
//
// Parameters: allocator - which heap are we destroying
//
// Return: N/A.
//
//=============================================================================
void DestroyHeapA( GameMemoryAllocator allocator )
{
unsigned int index = static_cast< unsigned int >( allocator );
if( g_HeapArray[ index ] == NULL )
{
return;
}
// Check for heap not empty.
// If it's not empty this is a Bad Thing. We will be leaving dangling pointers to all the contained memory.
// This either means we have a leak and they will never get deleted or they will get deleted eventually but
// the heap will no longer exist.
//
// If you assert here, DO NOT IGNORE IT. If you need help diagnosing the cause of the assertion, see Joel.
//
unsigned int numAllocs;
unsigned int totalFree;
g_HeapArray[ index ]->GetStatus ( &totalFree, 0, &numAllocs, 0);
//
// Suspend memory monitor etc if we've leaked
//
if( numAllocs > 0 )
{
#ifndef FINAL
unsigned int size = g_HeapArray[ index ]->GetSize();
char s[ 256 ];
const char* name = g_HeapCreationData[ index ].name;
unsigned int leakSize = size - totalFree;
sprintf( s, "MEMORY LEAK: '%s' %d blocks %d bytes ", name, numAllocs, leakSize );
rTunePrintf( s );
g_HeapArray[index]->ValidateHeap();
#endif
// Destroy the heap
//
g_HeapArray[ index ]->Release ();
g_HeapArray[ index ] = 0;
::radMemoryUnregisterAllocator( allocator );
if( CommandLineOptions::Get( CLO_MEMORY_MONITOR ) )
{
::radMemoryMonitorSuspend ();
}
#ifndef RAD_RELEASE
else
{
// rAssertMsg (0, s);
}
#endif // RAD_RELEASE
}
else
{
// Destroy the heap
//
g_HeapArray[ index ]->Release ();
g_HeapArray[ index ] = 0;
::radMemoryUnregisterAllocator( allocator );
}
}
//=============================================================================
// GetHeap
//=============================================================================
//
// Description: allows access to the heaps
//
// Parameters: allocator - which heap are we getting
//
// Return: N/A.
//
//=============================================================================
IRadMemoryAllocator* GetAllocator( GameMemoryAllocator allocator )
{
IRadMemoryAllocator* allocatorPtr = radMemoryGetAllocator( static_cast< int >( allocator ) );
return allocatorPtr;
}
//=============================================================================
// GetHeapReference
//=============================================================================
//
// Description: allows access to the heaps in the array
//
// Parameters: allocator - which heap are we getting
//
// Return: N/A.
//
//=============================================================================
IRadMemoryHeap** GetHeapReference( GameMemoryAllocator allocator )
{
return &( g_HeapArray[ allocator ] );
}
//=============================================================================
// GetTotalMemoryFreeInAllHeaps
//=============================================================================
//
// Description: tells us how much free space there is in all the heaps
//
// Parameters: none
//
// Return: total free space
//
//=============================================================================
size_t GetTotalMemoryFreeInAllHeaps()
{
unsigned int totalFreeMemory = 0;
unsigned int i;
unsigned int size = NUM_GAME_MEMORY_ALLOCATORS;
for( i = 0; i < size; ++i )
{
IRadMemoryHeap* heap = g_HeapArray[ i ];
unsigned int free;
unsigned int largestBlock;
unsigned int numberOfObjects;
unsigned int highWaterMark;
if( heap != NULL )
{
heap->GetStatus( &free, &largestBlock, &numberOfObjects, &highWaterMark );
totalFreeMemory += free;
}
}
return totalFreeMemory;
}
//=============================================================================
// AllocatorType
//=============================================================================
//
// Description: figure out what heap this is
//
// Parameters: none
//
// Return: the index of the heap
//
//=============================================================================
GameMemoryAllocator WhichAllocator( const IRadMemoryAllocator* heap )
{
int i;
for( i = 0; i < NUM_GAME_MEMORY_ALLOCATORS; ++i )
{
if( g_HeapArray[ i ] == heap )
{
return static_cast< GameMemoryAllocator >( i );
}
}
return NUM_GAME_MEMORY_ALLOCATORS;
}
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