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Diffstat (limited to 'sword2/memory.cpp')
-rw-r--r-- | sword2/memory.cpp | 544 |
1 files changed, 544 insertions, 0 deletions
diff --git a/sword2/memory.cpp b/sword2/memory.cpp new file mode 100644 index 0000000000..a8fba5b780 --- /dev/null +++ b/sword2/memory.cpp @@ -0,0 +1,544 @@ +/* Copyright (C) 1994-2003 Revolution Software Ltd + * + * This program 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. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * $Header$ + */ + +//memory manager - "remember, it's not good to leave memory locked for a moment longer than necessary" Tony +// "actually, in a sequential system theoretically you never need to lock any memory!" Chris ;) +// +// This is a very simple implementation but I see little advantage to being any cleverer +// with the coding - i could have put the mem blocks before the defined blocks instead +// of in an array and then used pointers to child/parent blocks. But why bother? I've Kept it simple. +// When it needs updating or customising it will be accessable to anyone who looks at it. +// *doesn't have a purgeable/age consituant yet - if anyone wants this then I'll add it in. + + +// MemMan v1.1 + +#include <stdarg.h> +#include <stdio.h> +#include <stdlib.h> + +#include "driver/driver96.h" +#include "console.h" +#include "debug.h" +#include "memory.h" +#include "resman.h" + + +uint32 total_blocks; +uint32 base_mem_block; +uint32 total_free_memory; +uint8 *free_memman; //address of init malloc to be freed later + +//#define MEMDEBUG 1 + +mem mem_list[MAX_mem_blocks]; //list of defined memory handles - each representing a block of memory. + +int32 VirtualDefrag( uint32 size ); // Used to determine if the required size can be obtained if the defragger is allowed to run. +int32 suggestedStart = 0; // Start position of the Defragger as indicated by its sister VirtualDefrag. + +//------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ +void Close_memory_manager(void) //Tony2Oct96 +{ + +//unlock our supposedly locked in memory + VirtualUnlock(free_memman, total_free_memory); + + free(free_memman); +} +//------------------------------------------------------------------------------------ +void Init_memory_manager(void) //Tony9April96 +{ + uint32 j; + uint8 *memory_base; + //BOOL res; + MEMORYSTATUS memo; + +//find out how much actual physical RAM this computer has + GlobalMemoryStatus(&memo); + +//now decide how much to grab - 8MB computer are super critical + if (memo.dwTotalPhys<=(8000*1024)) //if 8MB or less :-O + total_free_memory=4500*1024; //4.5MB + + else if (memo.dwTotalPhys<=(12000*1024)) //if 8MB or less :-O + total_free_memory=8000*1024; //8MB + + else if (memo.dwTotalPhys<=(16000*1024)) //if 16MB or less :-) + total_free_memory=10000*1024; //10MB + + else //:-)) loads of RAM + total_free_memory=12000*1024; //12MB + + + + Zdebug("MEM = %d", memo.dwTotalPhys); + Zdebug("Sword 2 grabbed %dk", total_free_memory/1024); + + + +//malloc memory and adjust for long boundaries + memory_base = (uint8 *) malloc(total_free_memory); + + if (!memory_base) //could not grab the memory + { + Zdebug("couldn't malloc %d in Init_memory_manager", total_free_memory); + ExitWithReport("Init_memory_manager() couldn't malloc %d bytes [line=%d file=%s]",total_free_memory,__LINE__,__FILE__); + } + + free_memman = memory_base; //the original malloc address + +//force to long word boundary + memory_base+=3; + memory_base = (uint8 *)((uint32)memory_base & 0xfffffffc); // ** was (int)memory_base +// total_free_memory-=3; //play safe + + + +//set all but first handle to unused + for (j=1;j<MAX_mem_blocks;j++) + mem_list[j].state=MEM_null; + + + total_blocks=1; //total used (free, locked or floating) + + mem_list[0].ad = memory_base; + mem_list[0].state= MEM_free; + mem_list[0].age=0; + mem_list[0].size=total_free_memory; + mem_list[0].parent=-1; //we are base - for now + mem_list[0].child=-1; //we are the end as well + mem_list[0].uid=UID_memman; //init id + + base_mem_block=0; //for now + + +//supposedly this will stop the memory swapping out?? Well, as much as we're allowed +// res=VirtualLock(free_memman, total_free_memory); + +// if (res!=TRUE) +// Zdebug(" *VirtualLock failed"); +} +//------------------------------------------------------------------------------------ +mem *Talloc(uint32 size, uint32 type, uint32 unique_id) //Tony10Apr96 +{ +//allocate a block of memory - locked or float + +// returns 0 if fails to allocate the memory +// or a pointer to a mem structure + + int32 nu_block; + uint32 spawn=0; + uint32 slack; + + + + + +//we must first round the size UP to a dword, so subsequent blocks will start dword alligned + size+=3; //move up + size &= 0xfffffffc; //and back down to boundary + + + + +//find a free block large enough + if ( (nu_block = Defrag_mem(size))==-1) //the defragger returns when its made a big enough block. This is a good time to defrag as we're probably not + { //doing anything super time-critical at the moment + return(0); //error - couldn't find a big enough space + } + + + +//an exact fit? + if (mem_list[nu_block].size==size) //no new block is required as the fit is perfect + { + mem_list[nu_block].state=type; //locked or float + mem_list[nu_block].size=size; //set to the required size + mem_list[nu_block].uid=unique_id; //an identifier + +#ifdef MEMDEBUG + Mem_debug(); +#endif //MEMDEBUG + return(&mem_list[nu_block]); + } + + +// nu_block is the free block to split, forming our locked/float block with a new free block in any remaining space + + +//if our child is free then is can expand downwards to eat up our chopped space +//this is good because it doesn't create an extra bloc so keeping the block count down +//why? +//imagine you Talloc 1000k, then free it. Now keep allocating 10 bytes less and freeing again +//you end up with thousands of new free mini blocks. this way avoids that as the free child keeps growing downwards + if ((mem_list[nu_block].child != -1) && (mem_list[mem_list[nu_block].child].state==MEM_free)) //our child is free + { + slack=mem_list[nu_block].size-size; //the spare memory is the blocks current size minus the amount we're taking + + mem_list[nu_block].state=type; //locked or float + mem_list[nu_block].size=size; //set to the required size + mem_list[nu_block].uid=unique_id; //an identifier + + mem_list[mem_list[nu_block].child].ad = mem_list[nu_block].ad+size; //child starts after us + mem_list[mem_list[nu_block].child].size += slack; //childs size increases + + return(&mem_list[nu_block]); + } + + +// otherwise we spawn a new block after us and before our child - our child being a proper block that we cannot change + +// we remain a child of our parent +// we spawn a new child and it inherits our current child + +//find a NULL slot for a new block + while((mem_list[spawn].state!=MEM_null)&&(spawn!=MAX_mem_blocks)) + spawn++; + + + if (spawn==MAX_mem_blocks) //run out of blocks - stop the program. this is a major blow up and we need to alert the developer + { + Mem_debug(); //Lets get a printout of this + ExitWithReport("ERROR: ran out of mem blocks in Talloc() [file=%s line=%u]",__FILE__,__LINE__); + } + + + + mem_list[spawn].state=MEM_free; //new block is free + mem_list[spawn].uid=UID_memman; //a memman created bloc + mem_list[spawn].size= mem_list[nu_block].size-size; //size of the existing parent free block minus the size of the new space Talloc'ed. + //IOW the remaining memory is given to the new free block + mem_list[spawn].ad = mem_list[nu_block].ad+size; //we start 1 byte after the newly allocated block + mem_list[spawn].parent=nu_block; //the spawned child gets it parent - the newly allocated block + + mem_list[spawn].child=mem_list[nu_block].child; //the new child inherits the parents old child (we are its new child "Waaaa") + + + + if (mem_list[spawn].child!=-1) //is the spawn the end block? + mem_list[mem_list[spawn].child].parent= spawn; //the child of the new free-spawn needs to know its new parent + + + mem_list[nu_block].state=type; //locked or float + mem_list[nu_block].size=size; //set to the required size + mem_list[nu_block].uid=unique_id; //an identifier + mem_list[nu_block].child=spawn; //the new blocks new child is the newly formed free block + + + total_blocks++; //we've brought a new block into the world. Ahhh! + + +#ifdef MEMDEBUG + Mem_debug(); +#endif //MEMDEBUG + + return(&mem_list[nu_block]); +} +//------------------------------------------------------------------------------------ +void Free_mem(mem *block) //Tony10Apr96 +{ +//kill a block of memory - which was presumably floating or locked +//once you've done this the memory may be recycled + + block->state=MEM_free; + block->uid=UID_memman; //belongs to the memory manager again + +#ifdef MEMDEBUG + Mem_debug(); +#endif //MEMDEBUG +} +//------------------------------------------------------------------------------------ +void Float_mem(mem *block) //Tony10Apr96 +{ +//set a block to float +//wont be trashed but will move around in memory + + block->state=MEM_float; + +#ifdef MEMDEBUG + Mem_debug(); +#endif //MEMDEBUG +} +//------------------------------------------------------------------------------------ +void Lock_mem(mem *block) //Tony11Apr96 +{ +//set a block to lock +//wont be moved - don't lock memory for any longer than necessary unless you know the locked memory is at the bottom of the heap + + block->state=MEM_locked; //can't move now - this block is now crying out to be floated or free'd again + +#ifdef MEMDEBUG + Mem_debug(); +#endif //MEMDEBUG +} +//------------------------------------------------------------------------------------ +int32 Defrag_mem(uint32 req_size) //Tony10Apr96 +{ +//moves floating blocks down and/or merges free blocks until a large enough space is found +//or there is nothing left to do and a big enough block cannot be found +//we stop when we find/create a large enough block - this is enough defragging. + + int32 cur_block; //block 0 remains the parent block + int32 original_parent,child, end_child; + uint32 j; + uint32 *a; + uint32 *b; + + +// cur_block=base_mem_block; //the mother of all parents + cur_block = suggestedStart; + + + do + { + if (mem_list[cur_block].state==MEM_free) //is current block a free block? + { + + if (mem_list[cur_block].size>=req_size) + { + return(cur_block); //this block is big enough - return its id + } + + + if (mem_list[cur_block].child==-1) //the child is the end block - stop if the next block along is the end block + return(-1); //no luck, couldn't find a big enough block + + +// current free block is too small, but if its child is *also* free then merge the two together + if (mem_list[mem_list[cur_block].child].state==MEM_free) + { +// ok, we nuke the child and inherit its child + + child=mem_list[cur_block].child; + + mem_list[cur_block].size+= mem_list[child].size; //our size grows by the size of our child + mem_list[cur_block].child = mem_list[child].child; //our new child is our old childs, child + + if (mem_list[child].child!=-1) //not if the chld we're nuking is the end child (it has no child) + mem_list[mem_list[child].child].parent=cur_block; //the (nuked) old childs childs parent is now us + + mem_list[child].state=MEM_null; //clean up the nuked child, so it can be used again + + total_blocks--; + } + + +// current free block is too small, but if its child is a float then we move the floating memory block down and the free up +// but, parent/child relationships must be such that the memory is all continuous between blocks. ie. a childs memory always +// begins 1 byte after its parent finishes. However, the positions in the memory list may become truly random, but, any particular +// block of locked or floating memory must retain its position within the mem_list - the float stays a float because the handle/pointer has been passed back +// what this means is that when the physical memory of the foat moves down (and the free up) the child becomes the parent and the parent the child +// but, remember, the parent had a parent and the child another child - these swap over too as the parent/child swap takes place - phew. + else if (mem_list[mem_list[cur_block].child].state==MEM_float) + { + child=mem_list[cur_block].child; //our child is currently floating + + // memcpy(mem_list[cur_block].ad, mem_list[child].ad, mem_list[child].size); //move the higher float down over the free block + + + a=(uint32*) mem_list[cur_block].ad; + b=(uint32*) mem_list[child].ad; + + for (j=0;j<mem_list[child].size/4;j++) + *(a++)=*(b++); + + +// both *ad's change + mem_list[child].ad = mem_list[cur_block].ad; //the float is now where the free was + mem_list[cur_block].ad += mem_list[child].size; //and the free goes up by the size of the float (which has come down) + +// the status of the mem_list blocks must remain the same, so... + original_parent= mem_list[cur_block].parent; //our child gets this when we become its child and it our parent + mem_list[cur_block].parent=child; //the free's child becomes its parent + mem_list[cur_block].child= mem_list[child].child; //the new child inherits its previous childs child + + end_child=mem_list[child].child; //save this - see next line + + mem_list[child].child=cur_block; //the floats parent becomes its child + mem_list[child].parent= original_parent; + + if (end_child!=-1) //if the child had a child + mem_list[end_child].parent=cur_block; //then its parent is now the new child + + if (original_parent==-1) //the base block was the true base parent + base_mem_block=child; //then the child that has moved down becomes the base block as it sits at the lowest possible memory location + else + mem_list[original_parent].child=child; //otherwise the parent of the current free block - that is now the child - gets a new child, + //that child being previously the child of the child of the original parent + } + else //if (mem_list[mem_list[cur_block].child].state==MEM_lock) //the child of current is locked - move to it + cur_block=mem_list[cur_block].child; //move to next one along - either locked or END + + } + else + { + cur_block=mem_list[cur_block].child; //move to next one along, the current must be floating, locked, or a NULL slot + } + + } + while(cur_block!=-1); //while the block we've just done is not the final block + + return(-1); //no luck, couldn't find a big enough block +} +//------------------------------------------------------------------------------------ +void Mem_debug(void) //Tony11Apr96 +{ +//gets called with Talloc, Mem_free, Mem_lock & Mem_float if MEMDEBUG has been #defined +//otherwise can be called at any time anywhere else + + int j; + char inf[][20]= + { + {"MEM_null"}, + {"MEM_free"}, + {"MEM_locked"}, + {"MEM_float"} + }; + + Zdebug("\nbase %d total %d", base_mem_block, total_blocks); + + +//first in mem list order + for (j=0;j<MAX_mem_blocks;j++) + { + if (mem_list[j].state==MEM_null) + Zdebug("%d- NULL", j); + else + Zdebug("%d- state %s, ad %d, size %d, p %d, c %d, id %d", j, + inf[mem_list[j].state], + mem_list[j].ad, mem_list[j].size, mem_list[j].parent, mem_list[j].child, mem_list[j].uid); + } + + +//now in child/parent order + j=base_mem_block; + do + { + Zdebug(" %d- state %s, ad %d, size %d, p %d, c %d", j, + inf[mem_list[j].state], + mem_list[j].ad, mem_list[j].size, mem_list[j].parent, mem_list[j].child, mem_list[j].uid); + + j=mem_list[j].child; + } + while (j!=-1); +} +//------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ +mem *Twalloc(uint32 size, uint32 type, uint32 unique_id) //tony12Feb97 +{ +//the high level Talloc +//can ask the resman to remove old resources to make space - will either do it or halt the system + + mem *membloc; + int j; + uint32 free=0; + + while( VirtualDefrag(size) ) + { + if (!res_man.Help_the_aged_out()) //trash the oldest closed resource + { + Zdebug("Twalloc ran out of memory! %d %d %d\n", size, type, unique_id); + ExitWithReport("Twalloc ran out of memory!"); + } + } + + membloc = Talloc(size, type, unique_id); + + if (membloc == 0) + { + Zdebug("Talloc failed to get memory VirtualDefrag said was there"); + ExitWithReport("Talloc failed to get memory VirtualDefrag said was there"); + } + + j=base_mem_block; + do + { + + if (mem_list[j].state==MEM_free) + free+=mem_list[j].size; + + j=mem_list[j].child; + } + while (j!=-1); + + return(membloc); //return the pointer to the memory +} + + +#define MAX_WASTAGE 51200 // Maximum allowed wasted memory. + +int32 VirtualDefrag( uint32 size ) // Chris - 07 April '97 +{ + // + // Virutually defrags memory... + // + // Used to determine if there is potentially are large enough free block available is the + // real defragger was allowed to run. + // + // The idea being that Twalloc will call this and help_the_aged_out until we indicate that + // it is possible to obtain a large enough free block. This way the defragger need only + // run once to yield the required block size. + // + // The reason for its current slowness is that the defragger is potentially called several + // times, each time shifting upto 20Megs around, to obtain the required free block. + // + int32 cur_block; + uint32 currentBubbleSize = 0; + + cur_block=base_mem_block; + suggestedStart = base_mem_block; + + do + { + if (mem_list[cur_block].state == MEM_free) + { + // Add a little intelligence. At the start the oldest resources are at the bottom of the + // tube. However there will be some air at the top. Thus bubbles will be + // created at the bottom and float to the top. If we ignore the top gap + // then a large enough bubble will form lower down the tube. Thus less memory + // will need to be shifted. + + if (mem_list[cur_block].child != -1) + currentBubbleSize += mem_list[cur_block].size; + else if (mem_list[cur_block].size > MAX_WASTAGE) + currentBubbleSize += mem_list[cur_block].size; + + if (currentBubbleSize >= size) + return 0; + } + else if (mem_list[cur_block].state == MEM_locked) + { + currentBubbleSize = 0; + suggestedStart = mem_list[cur_block].child; // Any free block of the correct size will be above this locked block. + } + + cur_block = mem_list[cur_block].child; + } + while(cur_block != -1); + + return(1); +} + +//------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ +//------------------------------------------------------------------------------------ |