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diff --git a/src/Runtime/Source/system/Qt3DSMemoryFilter.cpp b/src/Runtime/Source/system/Qt3DSMemoryFilter.cpp
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+/****************************************************************************
+**
+** 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<INT32 *>(
+ Q3DStudio_HANDLER_FILTER.Allocate(theTotalSize, inType, inFile, inLine));
+
+ theMemory[0] = FILTER_DOGTAG;
+ theMemory[1] = theTotalSize;
+
+ if (inClear)
+ Q3DStudio_memset(reinterpret_cast<INT8 *>(theMemory) + Q3DStudio_MEMORY_ALIGNMENT, 0,
+ inSize);
+
+ return reinterpret_cast<INT8 *>(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<INT32 *>(reinterpret_cast<INT8 *>(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<INT32 *>(reinterpret_cast<INT8 *>(inPointer)
+ - Q3DStudio_MEMORY_ALIGNMENT);
+ Q3DStudio_ASSERT(FILTER_DOGTAG == theOldMemory[0]);
+ theNewMemory = reinterpret_cast<INT32 *>(Q3DStudio_HANDLER_FILTER.Reallocate(
+ theOldMemory, theOldMemory[1], theTotalSize, inNewType, inFile, inLine));
+ } else {
+ theNewMemory = reinterpret_cast<INT32 *>(
+ Q3DStudio_HANDLER_FILTER.Reallocate(NULL, 0, theTotalSize, inNewType, inFile, inLine));
+ }
+
+ theNewMemory[0] = FILTER_DOGTAG;
+ theNewMemory[1] = theTotalSize;
+ return reinterpret_cast<INT8 *>(theNewMemory) + Q3DStudio_MEMORY_ALIGNMENT;
+}
+
+} // namespace Q3DStudio