sm64coopdx/src/game/memory.h
Isaac0-dev 0d71c6c12f
remove animation dma tables, and provide mods more access to mario animations (#47)
This removes the old animation system which would create 16 copies of the animation table, so this should use less memory. Made m->animation->targetAnim always be a pointer to the actual animation in gMarioAnims, so mods can grab the pointer and reuse it.
added get_mario_vanilla_animation to Lua, which lets a mod get any of mario's built in animations from its index.
2024-05-21 21:17:30 +10:00

84 lines
2.1 KiB
C

#ifndef MEMORY_H
#define MEMORY_H
#include <PR/ultratypes.h>
#include "types.h"
#define MEMORY_POOL_LEFT 0
#define MEMORY_POOL_RIGHT 1
#define GFX_POOL_SIZE 0x400000 // 4MB (Vanilla: 512kB)
#define DEFAULT_POOL_SIZE 0x2000000 // 32MB (Vanilla: ~11MB)
struct DynamicPool
{
u32 usedSpace;
struct DynamicPoolNode* nextFree;
struct DynamicPoolNode* tail;
};
struct DynamicPoolNode
{
void* ptr;
u32 size;
struct DynamicPoolNode* prev;
};
struct GrowingPool
{
u32 usedSpace;
u32 nodeSize;
struct GrowingPoolNode* tail;
};
struct GrowingPoolNode
{
u32 usedSpace;
void* ptr;
struct GrowingPoolNode* prev;
};
struct GrowingArray
{
void **buffer;
u32 count;
u32 capacity;
};
struct MarioAnimation;
struct Animation;
extern struct DynamicPool *gLevelPool;
uintptr_t set_segment_base_addr(s32 segment, void *addr);
void *segmented_to_virtual(const void *addr);
void *virtual_to_segmented(u32 segment, const void *addr);
#define load_segment(...)
#define load_to_fixed_pool_addr(...)
#define load_segment_decompress(...)
#define load_segment_decompress_heap(...)
#define load_engine_code_segment(...)
struct DynamicPool* dynamic_pool_init(void);
void* dynamic_pool_alloc(struct DynamicPool *pool, u32 size);
void dynamic_pool_free(struct DynamicPool *pool, void* ptr);
void dynamic_pool_free_pool(struct DynamicPool *pool);
struct GrowingPool* growing_pool_init(struct GrowingPool* pool, u32 nodeSize);
void* growing_pool_alloc(struct GrowingPool *pool, u32 size);
void growing_pool_free_pool(struct GrowingPool *pool);
struct GrowingArray *growing_array_init(struct GrowingArray *array, u32 capacity);
void *growing_array_alloc(struct GrowingArray *array, u32 size);
void growing_array_free(struct GrowingArray **array);
void growing_array_debug_print(struct GrowingArray *array, const char *name, s32 x, s32 y);
void alloc_display_list_reset(void);
void *alloc_display_list(u32 size);
void alloc_anim_dma_table(struct MarioAnimation* marioAnim, void *b, struct Animation *targetAnim);
s32 load_patchable_table(struct MarioAnimation *a, u32 b, bool isAnim);
#endif // MEMORY_H