/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * Additional copyright for this file: * Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ // The new memory manager, now only used by the resource manager. The original // one would allocated a 12 MB memory pool at startup, which may have been // appropriate for the original Playstation version but didn't work very well // with our PocketPC version. // // There is one thing that prevents us from replacing the whole memory manager // with the standard memory allocation functions: Broken Sword II absolutely, // positively needs to be able to encode pointers as 32-bit integers. The // original engine did this simply by casting between pointers and integers, // but as far as I know that's not a very portable thing to do. // // If it had only used pointers as opcode parameters it would have been // possible, albeit messy, to extend the stack data type. However, there is // code in walker.cpp that obviously violates that assumption, and there are // probably other cases as well. // // Instead, we take advantage of the fact that the original memory manager // could only handle up to 999 blocks of memory. That means we can encode a // pointer as a 10-bit id and a 22-bit offset into the block. Judging by early // testing, both should be plenty. // // The number zero is used to represent the NULL pointer. #include "common/textconsole.h" #include "sword2/sword2.h" #include "sword2/memory.h" namespace Sword2 { MemoryManager::MemoryManager() { // The id stack contains all the possible ids for the memory blocks. // We use this to ensure that no two blocks ever have the same id. // The memory blocks are stored in an array, indexed on the block's // id. This means that given a block id we can find the pointer with a // simple array lookup. // The memory block index is an array of pointers to the memory block // array, sorted on the memory block's pointer. This means that given // a pointer into a memory block we can find its id with binary // searching. // // A balanced tree might have been more efficient - the index has to // be re-sorted every time a block is allocated or freed - but such // beasts are tricky to implement. Anyway, it wouldn't have made // encoding or decoding pointers any faster, and these are by far the // most common operations. _idStack = (int16 *)malloc(MAX_MEMORY_BLOCKS * sizeof(int16)); _memBlocks = (MemBlock *)malloc(MAX_MEMORY_BLOCKS * sizeof(MemBlock)); _memBlockIndex = (MemBlock **)malloc(MAX_MEMORY_BLOCKS * sizeof(MemBlock *)); _totAlloc = 0; _numBlocks = 0; for (int i = 0; i < MAX_MEMORY_BLOCKS; i++) { _idStack[i] = MAX_MEMORY_BLOCKS - i - 1; _memBlocks[i].ptr = NULL; _memBlockIndex[i] = NULL; } _idStackPtr = MAX_MEMORY_BLOCKS; } MemoryManager::~MemoryManager() { for (int i = 0; i < MAX_MEMORY_BLOCKS; i++) free(_memBlocks[i].ptr); free(_memBlocks); free(_memBlockIndex); free(_idStack); } int32 MemoryManager::encodePtr(byte *ptr) { if (ptr == NULL) return 0; int idx = findPointerInIndex(ptr); assert(idx != -1); uint32 id = _memBlockIndex[idx]->id; uint32 offset = ptr - _memBlocks[id].ptr; assert(id < 0x03ff); assert(offset <= 0x003fffff); assert(offset < _memBlocks[id].size); return ((id + 1) << 22) | (ptr - _memBlocks[id].ptr); } byte *MemoryManager::decodePtr(int32 n) { if (n == 0) return NULL; uint32 id = ((n & 0xffc00000) >> 22) - 1; uint32 offset = n & 0x003fffff; assert(_memBlocks[id].ptr); assert(offset < _memBlocks[id].size); return _memBlocks[id].ptr + offset; } int16 MemoryManager::findExactPointerInIndex(byte *ptr) { int left = 0; int right = _numBlocks - 1; while (right >= left) { int n = (left + right) / 2; if (_memBlockIndex[n]->ptr == ptr) return n; if (_memBlockIndex[n]->ptr > ptr) right = n - 1; else left = n + 1; } return -1; } int16 MemoryManager::findPointerInIndex(byte *ptr) { int left = 0; int right = _numBlocks - 1; while (right >= left) { int n = (left + right) / 2; if (_memBlockIndex[n]->ptr <= ptr && _memBlockIndex[n]->ptr + _memBlockIndex[n]->size > ptr) return n; if (_memBlockIndex[n]->ptr > ptr) right = n - 1; else left = n + 1; } return -1; } int16 MemoryManager::findInsertionPointInIndex(byte *ptr) { if (_numBlocks == 0) return 0; int left = 0; int right = _numBlocks - 1; int n = 0; while (right >= left) { n = (left + right) / 2; if (_memBlockIndex[n]->ptr == ptr) return -1; if (_memBlockIndex[n]->ptr > ptr) right = n - 1; else left = n + 1; } if (_memBlockIndex[n]->ptr < ptr) n++; return n; } byte *MemoryManager::memAlloc(uint32 size, int16 uid) { assert(_idStackPtr > 0); // Get the new block's id from the stack. int16 id = _idStack[--_idStackPtr]; // Allocate the new memory block byte *ptr = (byte *)malloc(size); assert(ptr); _memBlocks[id].id = id; _memBlocks[id].uid = uid; _memBlocks[id].ptr = ptr; _memBlocks[id].size = size; // Update the memory block index. int16 idx = findInsertionPointInIndex(ptr); assert(idx != -1); for (int i = _numBlocks; i > idx; i--) _memBlockIndex[i] = _memBlockIndex[i - 1]; _memBlockIndex[idx] = &_memBlocks[id]; _numBlocks++; _totAlloc += size; return _memBlocks[id].ptr; } void MemoryManager::memFree(byte *ptr) { int16 idx = findExactPointerInIndex(ptr); if (idx == -1) { warning("Freeing non-allocated pointer %p", ptr); return; } // Put back the id on the stack _idStack[_idStackPtr++] = _memBlockIndex[idx]->id; // Release the memory block free(_memBlockIndex[idx]->ptr); _memBlockIndex[idx]->ptr = NULL; _totAlloc -= _memBlockIndex[idx]->size; // Remove the memory block from the index _numBlocks--; for (int i = idx; i < _numBlocks; i++) _memBlockIndex[i] = _memBlockIndex[i + 1]; } } // End of namespace Sword2