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ZONE.H
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ZONE.H
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/*
* $Header: /H3/game/ZONE.H 2 3/06/97 10:29a Rjohnson $
*/
/*
memory allocation
H_??? The hunk manages the entire memory block given to quake. It must be
contiguous. Memory can be allocated from either the low or high end in a
stack fashion. The only way memory is released is by resetting one of the
pointers.
Hunk allocations should be given a name, so the Hunk_Print () function
can display usage.
Hunk allocations are guaranteed to be 16 byte aligned.
The video buffers are allocated high to avoid leaving a hole underneath
server allocations when changing to a higher video mode.
Z_??? Zone memory functions used for small, dynamic allocations like text
strings from command input. There is only about 48K for it, allocated at
the very bottom of the hunk.
Cache_??? Cache memory is for objects that can be dynamically loaded and
can usefully stay persistant between levels. The size of the cache
fluctuates from level to level.
To allocate a cachable object
Temp_??? Temp memory is used for file loading and surface caching. The size
of the cache memory is adjusted so that there is a minimum of 512k remaining
for temp memory.
------ Top of Memory -------
high hunk allocations
<--- high hunk reset point held by vid
video buffer
z buffer
surface cache
<--- high hunk used
cachable memory
<--- low hunk used
client and server low hunk allocations
<-- low hunk reset point held by host
startup hunk allocations
Zone block
----- Bottom of Memory -----
*/
void Memory_Init (void *buf, int size);
void Z_Free (void *ptr);
void *Z_Malloc (int size); // returns 0 filled memory
void *Z_TagMalloc (int size, int tag);
void Z_DumpHeap (void);
void Z_CheckHeap (void);
int Z_FreeMemory (void);
void Hunk_Print (qboolean all, qboolean write_file);
void *Hunk_Alloc (int size); // returns 0 filled memory
void *Hunk_AllocName (int size, char *name);
void *Hunk_HighAllocName (int size, char *name);
int Hunk_LowMark (void);
void Hunk_FreeToLowMark (int mark);
int Hunk_HighMark (void);
void Hunk_FreeToHighMark (int mark);
void *Hunk_TempAlloc (int size);
void Hunk_Check (void);
typedef struct cache_user_s
{
void *data;
} cache_user_t;
void Cache_Flush (void);
void *Cache_Check (cache_user_t *c);
// returns the cached data, and moves to the head of the LRU list
// if present, otherwise returns NULL
void Cache_Free (cache_user_t *c);
void *Cache_Alloc (cache_user_t *c, int size, char *name);
// Returns NULL if all purgable data was tossed and there still
// wasn't enough room.
void Cache_Report (void);
/*
* $Log: /H3/game/ZONE.H $
*
* 2 3/06/97 10:29a Rjohnson
* Added memory statistics
*/