/**************************************************************************** ** ** Copyright (C) 1993-2009 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "SystemPrefix.h" //============================================================================== // Includes //============================================================================== #include "Qt3DSMemoryFilter.h" //============================================================================== // Namespace //============================================================================== namespace Q3DStudio { //============================================================================== /** * Allocate a chunk of memory and add a header to track it. * @param inSize size of requested memory block, in bytes * @param inType allocation description * @param inFile file name * @param inFunction method name * @param inLine line number * @param inClear true to clear allocated memory to zero * @return void* a pointer to a memory block large enough to hold inSize bytes */ void *CMemoryFilter::Allocate(const INT32 inSize, const CHAR *inType, const CHAR *inFile, const INT32 inLine, const BOOL inClear) { const INT32 theTotalSize = inSize + Q3DStudio_MEMORY_ALIGNMENT; INT32 *theMemory = reinterpret_cast( Q3DStudio_HANDLER_FILTER.Allocate(theTotalSize, inType, inFile, inLine)); theMemory[0] = FILTER_DOGTAG; theMemory[1] = theTotalSize; if (inClear) Q3DStudio_memset(reinterpret_cast(theMemory) + Q3DStudio_MEMORY_ALIGNMENT, 0, inSize); return reinterpret_cast(theMemory) + Q3DStudio_MEMORY_ALIGNMENT; } //============================================================================== /** * Free a block of memory that was allocated and tagged here. * @param inPointer pointer given in a previous filter allocation */ void CMemoryFilter::Free(void *inPointer) { if (!inPointer) return; INT32 *theMemory = reinterpret_cast(reinterpret_cast(inPointer) - Q3DStudio_MEMORY_ALIGNMENT); // Sanity check: Did we allocate this memory in the first place? // If this throws we may be calling Q3DStudio_virtual_delete on memory that was getten from // Q3DStudio_new Q3DStudio_ASSERT(FILTER_DOGTAG == theMemory[0]); Q3DStudio_HANDLER_FILTER.Free(theMemory, theMemory[1]); } //============================================================================== /** * Re-allocate an existing chunk of memory and track it. * @param inPointer pointer given in a previous allocation * @param inNewSize size of requested memory block, in bytes * @param inNewType new allocation description * @param inFile file name * @param inFunction method name * @param inLine line number * @return void* a pointer to a memory block large enough to hold inSize bytes */ void *CMemoryFilter::Reallocate(void *inPointer, const INT32 inNewSize, const CHAR *inNewType, const CHAR *inFile, const INT32 inLine) { INT32 *theNewMemory = NULL; const INT32 theTotalSize = inNewSize + Q3DStudio_MEMORY_ALIGNMENT; // Dogtag is not valid if the old pointer is NULL if (inPointer) { INT32 *theOldMemory = reinterpret_cast(reinterpret_cast(inPointer) - Q3DStudio_MEMORY_ALIGNMENT); Q3DStudio_ASSERT(FILTER_DOGTAG == theOldMemory[0]); theNewMemory = reinterpret_cast(Q3DStudio_HANDLER_FILTER.Reallocate( theOldMemory, theOldMemory[1], theTotalSize, inNewType, inFile, inLine)); } else { theNewMemory = reinterpret_cast( Q3DStudio_HANDLER_FILTER.Reallocate(NULL, 0, theTotalSize, inNewType, inFile, inLine)); } theNewMemory[0] = FILTER_DOGTAG; theNewMemory[1] = theTotalSize; return reinterpret_cast(theNewMemory) + Q3DStudio_MEMORY_ALIGNMENT; } } // namespace Q3DStudio