mirror of
https://github.com/libretro/scummvm.git
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9bb1414818
svn-id: r16859
244 lines
6.4 KiB
C++
244 lines
6.4 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2005 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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// The new memory manager, now only used by the resource manager. The original
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// one would allocated a 12 MB memory pool at startup, which may have been
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// appropriate for the original Playstation version but didn't work very well
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// with our PocketPC version.
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//
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// There is one thing that prevents us from replacing the whole memory manager
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// with the standard memory allocation functions: Broken Sword II absolutely,
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// positively needs to be able to encode pointers as 32-bit integers. The
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// original engine did this simply by casting between pointers and integers,
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// but as far as I know that's not a very portable thing to do.
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//
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// If it had only used pointers as opcode parameters it would have been
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// possible, albeit messy, to extend the stack data type. However, there is
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// code in walker.cpp that obviously violates that assumption, and there are
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// probably other cases as well.
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//
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// Instead, we take advantage of the fact that the original memory manager
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// could only handle up to 999 blocks of memory. That means we can encode a
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// pointer as a 10-bit id and a 22-bit offset into the block. Judging by early
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// testing, both should be plenty.
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//
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// The number zero is used to represent the NULL pointer.
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#include "common/stdafx.h"
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#include "sword2/sword2.h"
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#include "sword2/memory.h"
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namespace Sword2 {
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MemoryManager::MemoryManager(Sword2Engine *vm) : _vm(vm) {
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// The id stack contains all the possible ids for the memory blocks.
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// We use this to ensure that no two blocks ever have the same id.
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// The memory blocks are stored in an array, indexed on the block's
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// id. This means that given a block id we can find the pointer with a
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// simple array lookup.
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// The memory block index is an array of pointers to the memory block
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// array, sorted on the memory block's pointer. This means that given
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// a pointer into a memory block we can find its id with binary
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// searching.
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//
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// A balanced tree might have been more efficient - the index has to
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// be re-sorted every time a block is allocated or freed - but such
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// beasts are tricky to implement. Anyway, it wouldn't have made
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// encoding or decoding pointers any faster, and these are by far the
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// most common operations.
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_idStack = (int16 *) malloc(MAX_MEMORY_BLOCKS * sizeof(int16));
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_memBlocks = (MemBlock *) malloc(MAX_MEMORY_BLOCKS * sizeof(MemBlock));
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_memBlockIndex = (MemBlock **) malloc(MAX_MEMORY_BLOCKS * sizeof(MemBlock *));
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_totAlloc = 0;
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_numBlocks = 0;
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for (int i = 0; i < MAX_MEMORY_BLOCKS; i++) {
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_idStack[i] = MAX_MEMORY_BLOCKS - i - 1;
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_memBlocks[i].ptr = NULL;
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_memBlockIndex[i] = NULL;
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}
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_idStackPtr = MAX_MEMORY_BLOCKS;
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}
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MemoryManager::~MemoryManager() {
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for (int i = 0; i < MAX_MEMORY_BLOCKS; i++)
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free(_memBlocks[i].ptr);
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free(_memBlocks);
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free(_memBlockIndex);
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free(_idStack);
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}
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int32 MemoryManager::encodePtr(byte *ptr) {
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if (ptr == NULL)
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return 0;
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int idx = findPointerInIndex(ptr);
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assert(idx != -1);
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uint32 id = _memBlockIndex[idx]->id;
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uint32 offset = ptr - _memBlocks[id].ptr;
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assert(id < 0x03ff);
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assert(offset <= 0x003fffff);
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assert(offset < _memBlocks[id].size);
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return ((id + 1) << 22) | (ptr - _memBlocks[id].ptr);
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}
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byte *MemoryManager::decodePtr(int32 n) {
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if (n == 0)
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return NULL;
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uint32 id = ((n & 0xffc00000) >> 22) - 1;
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uint32 offset = n & 0x003fffff;
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assert(_memBlocks[id].ptr);
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assert(offset < _memBlocks[id].size);
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return _memBlocks[id].ptr + offset;
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}
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int16 MemoryManager::findExactPointerInIndex(byte *ptr) {
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int left = 0;
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int right = _numBlocks - 1;
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while (right >= left) {
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int n = (left + right) / 2;
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if (_memBlockIndex[n]->ptr == ptr)
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return n;
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if (_memBlockIndex[n]->ptr > ptr)
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right = n - 1;
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else
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left = n + 1;
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}
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return -1;
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}
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int16 MemoryManager::findPointerInIndex(byte *ptr) {
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int left = 0;
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int right = _numBlocks - 1;
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while (right >= left) {
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int n = (left + right) / 2;
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if (_memBlockIndex[n]->ptr <= ptr && _memBlockIndex[n]->ptr + _memBlockIndex[n]->size > ptr)
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return n;
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if (_memBlockIndex[n]->ptr > ptr)
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right = n - 1;
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else
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left = n + 1;
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}
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return -1;
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}
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int16 MemoryManager::findInsertionPointInIndex(byte *ptr) {
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if (_numBlocks == 0)
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return 0;
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int left = 0;
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int right = _numBlocks - 1;
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int n = 0;
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while (right >= left) {
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n = (left + right) / 2;
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if (_memBlockIndex[n]->ptr == ptr)
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return -1;
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if (_memBlockIndex[n]->ptr > ptr)
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right = n - 1;
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else
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left = n + 1;
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}
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if (_memBlockIndex[n]->ptr < ptr)
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n++;
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return n;
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}
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byte *MemoryManager::memAlloc(uint32 size, int16 uid) {
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assert(_idStackPtr > 0);
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// Get the new block's id from the stack.
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int16 id = _idStack[--_idStackPtr];
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// Allocate the new memory block
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byte *ptr = (byte *) malloc(size);
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assert(ptr);
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_memBlocks[id].id = id;
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_memBlocks[id].uid = uid;
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_memBlocks[id].ptr = ptr;
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_memBlocks[id].size = size;
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// Update the memory block index.
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int16 idx = findInsertionPointInIndex(ptr);
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assert(idx != -1);
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for (int i = _numBlocks; i > idx; i--)
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_memBlockIndex[i] = _memBlockIndex[i - 1];
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_memBlockIndex[idx] = &_memBlocks[id];
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_numBlocks++;
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_totAlloc += size;
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return _memBlocks[id].ptr;
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}
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void MemoryManager::memFree(byte *ptr) {
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int16 idx = findExactPointerInIndex(ptr);
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if (idx == -1) {
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warning("Freeing non-allocated pointer %p", ptr);
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return;
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}
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// Put back the id on the stack
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_idStack[_idStackPtr++] = _memBlockIndex[idx]->id;
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// Release the memory block
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free(_memBlockIndex[idx]->ptr);
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_memBlockIndex[idx]->ptr = NULL;
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_totAlloc -= _memBlockIndex[idx]->size;
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// Remove the memory block from the index
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_numBlocks--;
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for (int i = idx; i < _numBlocks; i++)
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_memBlockIndex[i] = _memBlockIndex[i + 1];
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}
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} // End of namespace Sword2
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