sm64coopdx/src/game/memory.h
2023-05-12 21:30:16 -07:00

90 lines
2.4 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* tail;
};
struct DynamicPoolNode
{
void* ptr;
struct DynamicPoolNode* prev;
};
struct GrowingPool
{
u32 usedSpace;
u32 nodeSize;
struct GrowingPoolNode* tail;
};
struct GrowingPoolNode
{
u32 usedSpace;
void* ptr;
struct GrowingPoolNode* prev;
};
struct MemoryPool;
struct MarioAnimation;
struct Animation;
#ifndef INCLUDED_FROM_MEMORY_C
// Declaring this variable extern puts it in the wrong place in the bss order
// when this file is included from memory.c (first instead of last). Hence,
// ifdef hack. It was very likely subject to bss reordering originally.
extern struct MemoryPool *gEffectsMemoryPool;
#endif
uintptr_t set_segment_base_addr(s32 segment, void *addr);
void *get_segment_base_addr(s32 segment);
void *segmented_to_virtual(const void *addr);
void *virtual_to_segmented(u32 segment, const void *addr);
void move_segment_table_to_dmem(void);
void main_pool_init(void *start, void *end);
void *main_pool_alloc(u32 size, u32 side);
u32 main_pool_free(void *addr);
void *main_pool_realloc(void *addr, u32 size);
u32 main_pool_available(void);
u32 main_pool_push_state(void);
u32 main_pool_pop_state(void);
#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 MemoryPool *mem_pool_init(u32 size, u32 side);
void *mem_pool_alloc(struct MemoryPool *pool, u32 size);
void mem_pool_free(struct MemoryPool *pool, void *addr);
void alloc_display_list_reset(void);
void *alloc_display_list(u32 size);
void func_80278A78(struct MarioAnimation *a, void *b, struct Animation *target);
s32 load_patchable_table(struct MarioAnimation *a, u32 b);
#endif // MEMORY_H