q3cellshading/code/game/g_mem.c

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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
//
// g_mem.c
//
#include "g_local.h"
#define POOLSIZE (256 * 1024)
static char memoryPool[POOLSIZE];
static int allocPoint;
void *G_Alloc( int size ) {
char *p;
if ( g_debugAlloc.integer ) {
G_Printf( "G_Alloc of %i bytes (%i left)\n", size, POOLSIZE - allocPoint - ( ( size + 31 ) & ~31 ) );
}
if ( allocPoint + size > POOLSIZE ) {
G_Error( "G_Alloc: failed on allocation of %i bytes\n", size ); // bk010103 - was %u, but is signed
return NULL;
}
p = &memoryPool[allocPoint];
allocPoint += ( size + 31 ) & ~31;
return p;
}
void G_InitMemory( void ) {
allocPoint = 0;
}
void Svcmd_GameMem_f( void ) {
G_Printf( "Game memory status: %i out of %i bytes allocated\n", allocPoint, POOLSIZE );
}