/* * $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 */