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tier0/mem.cpp
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96
tier0/mem.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Memory allocation!
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "pch_tier0.h"
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#include "tier0/mem.h"
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#include <malloc.h>
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#include "tier0/dbg.h"
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#include "tier0/minidump.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#ifndef STEAM
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#define PvRealloc realloc
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#define PvAlloc malloc
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#define PvExpand _expand
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#endif
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enum
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{
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MAX_STACK_DEPTH = 32
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};
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static uint8 *s_pBuf = NULL;
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static int s_pBufStackDepth[MAX_STACK_DEPTH];
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static int s_nBufDepth = -1;
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static int s_nBufCurSize = 0;
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static int s_nBufAllocSize = 0;
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static bool s_oomerror_called = false;
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void MemAllocOOMError( size_t nSize )
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{
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if ( !s_oomerror_called )
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{
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s_oomerror_called = true;
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MinidumpUserStreamInfoAppend( "MemAllocOOMError: %u bytes\n", (uint)nSize );
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//$ TODO: Need a good error message here.
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// A basic advice to try lowering texture settings is just most-likely to help users who are exhausting address
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// space, but not necessarily the cause. Ideally the engine wouldn't let you get here because of too-high settings.
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Error( "Out of memory or address space. Texture quality setting may be too high.\n" );
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}
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}
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//-----------------------------------------------------------------------------
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// Other DLL-exported methods for particular kinds of memory
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//-----------------------------------------------------------------------------
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void *MemAllocScratch( int nMemSize )
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{
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// Minimally allocate 1M scratch
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if (s_nBufAllocSize < s_nBufCurSize + nMemSize)
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{
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s_nBufAllocSize = s_nBufCurSize + nMemSize;
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if (s_nBufAllocSize < 1024 * 1024)
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{
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s_nBufAllocSize = 1024 * 1024;
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}
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if (s_pBuf)
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{
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s_pBuf = (uint8*)PvRealloc( s_pBuf, s_nBufAllocSize );
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Assert( s_pBuf );
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}
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else
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{
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s_pBuf = (uint8*)PvAlloc( s_nBufAllocSize );
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}
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}
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int nBase = s_nBufCurSize;
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s_nBufCurSize += nMemSize;
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++s_nBufDepth;
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Assert( s_nBufDepth < MAX_STACK_DEPTH );
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s_pBufStackDepth[s_nBufDepth] = nMemSize;
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return &s_pBuf[nBase];
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}
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void MemFreeScratch()
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{
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Assert( s_nBufDepth >= 0 );
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s_nBufCurSize -= s_pBufStackDepth[s_nBufDepth];
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--s_nBufDepth;
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}
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#ifdef POSIX
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void ZeroMemory( void *mem, size_t length )
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{
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memset( mem, 0x0, length );
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}
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#endif
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