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Diffstat (limited to 'src/Runtime/Source/system/Qt3DSMemoryFilter.cpp')
-rw-r--r-- | src/Runtime/Source/system/Qt3DSMemoryFilter.cpp | 126 |
1 files changed, 126 insertions, 0 deletions
diff --git a/src/Runtime/Source/system/Qt3DSMemoryFilter.cpp b/src/Runtime/Source/system/Qt3DSMemoryFilter.cpp new file mode 100644 index 00000000..f6d6591c --- /dev/null +++ b/src/Runtime/Source/system/Qt3DSMemoryFilter.cpp @@ -0,0 +1,126 @@ +/**************************************************************************** +** +** 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 |