re3/src/rw/MemoryHeap.h

203 lines
4.5 KiB
C++

#pragma once
// some windows shit
#ifdef MoveMemory
#undef MoveMemory
#endif
#ifdef USE_CUSTOM_ALLOCATOR
#define PUSH_MEMID(id) gMainHeap.PushMemId(id)
#define POP_MEMID() gMainHeap.PopMemId()
#define REGISTER_MEMPTR(ptr) gMainHeap.RegisterMemPointer(ptr)
#else
#define PUSH_MEMID(id)
#define POP_MEMID()
#define REGISTER_MEMPTR(ptr)
#endif
enum {
MEMID_FREE,
MEMID_GAME = 1, // "Game"
MEMID_WORLD = 2, // "World"
MEMID_ANIMATION = 3, // "Animation"
MEMID_POOLS = 4, // "Pools"
MEMID_DEF_MODELS = 5, // "Default Models"
MEMID_STREAM = 6, // "Streaming"
MEMID_STREAM_MODELS = 7, // "Streamed Models" (instance)
MEMID_STREAM_TEXUTRES = 8, // "Streamed Textures"
MEMID_TEXTURES = 9, // "Textures"
MEMID_COLLISION = 10, // "Collision"
MEMID_RENDERLIST = 11, // ?
MEMID_GAME_PROCESS = 12, // "Game Process"
MEMID_SCRIPT = 13, // "Script"
MEMID_CARS = 14, // "Cars"
MEMID_RENDER = 15, // "Render"
MEMID_FRONTEND = 17, // ?
NUM_MEMIDS,
NUM_FIXED_MEMBLOCKS = 6
};
template<typename T, uint32 N>
class CStack
{
public:
T values[N];
uint32 sp;
CStack() : sp(0) {}
void push(const T& val) { values[sp++] = val; }
T& pop() { return values[--sp]; }
};
struct HeapBlockDesc
{
uint32 m_size;
int16 m_memId;
int16 m_ptrListIndex;
HeapBlockDesc *m_next;
HeapBlockDesc *m_prev;
HeapBlockDesc *GetNextConsecutive(void)
{
return (HeapBlockDesc*)((uintptr)this + sizeof(HeapBlockDesc) + m_size);
}
void *GetDataPointer(void)
{
return (void*)((uintptr)this + sizeof(HeapBlockDesc));
}
void RemoveHeapFreeBlock(void)
{
m_next->m_prev = m_prev;
m_prev->m_next = m_next;
}
// after node
void InsertHeapFreeBlock(HeapBlockDesc *node)
{
m_next = node->m_next;
node->m_next->m_prev = this;
m_prev = node;
node->m_next = this;
}
HeapBlockDesc *FindSmallestFreeBlock(uint32 size)
{
HeapBlockDesc *b;
for(b = m_next; b->m_size < size; b = b->m_next);
return b;
}
};
#ifdef USE_CUSTOM_ALLOCATOR
// TODO: figure something out for 64 bit pointers
re3_static_assert(sizeof(HeapBlockDesc) == 0x10, "HeapBlockDesc must have 0x10 size otherwise most of assumptions don't make sense");
#endif
struct HeapBlockList
{
HeapBlockDesc m_first;
HeapBlockDesc m_last;
void Init(void)
{
m_first.m_next = &m_last;
m_last.m_prev = &m_first;
}
void Insert(HeapBlockDesc *node)
{
node->InsertHeapFreeBlock(&m_first);
}
};
struct CommonSize
{
HeapBlockList m_freeList;
uint32 m_size;
uint32 m_failed;
uint32 m_remaining;
void Init(uint32 size);
void Free(HeapBlockDesc *node)
{
m_freeList.Insert(node);
m_remaining++;
}
HeapBlockDesc *Malloc(void)
{
if(m_freeList.m_first.m_next == &m_freeList.m_last){
m_failed++;
return nil;
}
HeapBlockDesc *block = m_freeList.m_first.m_next;
m_remaining--;
block->RemoveHeapFreeBlock();
block->m_ptrListIndex = -1;
return block;
}
};
class CMemoryHeap
{
public:
HeapBlockDesc *m_start;
HeapBlockDesc *m_end;
HeapBlockList m_freeList;
CommonSize m_fixedSize[NUM_FIXED_MEMBLOCKS];
uint32 m_totalMemUsed;
CStack<int32, 16> m_idStack;
uint32 m_currentMemID;
uint32 *m_memUsed;
uint32 m_totalBlocksUsed;
uint32 *m_blocksUsed;
uint32 m_unkMemId;
CMemoryHeap(void) : m_start(nil) {}
void Init(uint32 total);
void RegisterMalloc(HeapBlockDesc *block);
void RegisterFree(HeapBlockDesc *block);
void *Malloc(uint32 size);
void *Realloc(void *ptr, uint32 size);
void Free(void *ptr);
void FillInBlockData(HeapBlockDesc *block, HeapBlockDesc *end, uint32 size);
uint32 CombineFreeBlocks(HeapBlockDesc *block);
void *MoveMemory(void *ptr);
HeapBlockDesc *WhereShouldMemoryMove(void *ptr);
void *MoveHeapBlock(HeapBlockDesc *dst, HeapBlockDesc *src);
void PopMemId(void);
void PushMemId(int32 id);
void RegisterMemPointer(void *ptr);
void TidyHeap(void);
uint32 GetMemoryUsed(int32 id);
uint32 GetBlocksUsed(int32 id);
int32 GetLargestFreeBlock(void) { return m_freeList.m_last.m_prev->m_size; }
void ParseHeap(void);
HeapBlockDesc *GetDescFromHeapPointer(void *block)
{
return (HeapBlockDesc*)((uintptr)block - sizeof(HeapBlockDesc));
}
uint32 GetSizeBetweenBlocks(HeapBlockDesc *first, HeapBlockDesc *second)
{
return (uintptr)second - (uintptr)first - sizeof(HeapBlockDesc);
}
void FreeBlock(HeapBlockDesc *block){
for(int i = 0; i < NUM_FIXED_MEMBLOCKS; i++){
if(m_fixedSize[i].m_size == block->m_size){
m_fixedSize[i].Free(block);
return;
}
}
HeapBlockDesc *b = m_freeList.m_first.FindSmallestFreeBlock(block->m_size);
block->InsertHeapFreeBlock(b->m_prev);
}
};
extern CMemoryHeap gMainHeap;