size_t i;
if (l->maxarrays)
{
- for (i = 0;i != l->numarrays;l++)
+ for (i = 0;i != l->numarrays;i++)
Mem_Free(l->arrays[i].data);
Mem_Free(l->arrays);
}
{
memexpandablearray_array_t *oldarrays = l->arrays;
l->maxarrays = max(l->maxarrays * 2, 128);
- l->arrays = Mem_Alloc(l->mempool, l->maxarrays * sizeof(*l->arrays));
+ l->arrays = (memexpandablearray_array_t*) Mem_Alloc(l->mempool, l->maxarrays * sizeof(*l->arrays));
if (oldarrays)
{
memcpy(l->arrays, oldarrays, l->numarrays * sizeof(*l->arrays));
}
}
l->arrays[i].numflaggedrecords = 0;
- l->arrays[i].data = Mem_Alloc(l->mempool, (l->recordsize + 1) * l->numrecordsperarray);
+ l->arrays[i].data = (unsigned char *) Mem_Alloc(l->mempool, (l->recordsize + 1) * l->numrecordsperarray);
l->arrays[i].allocflags = l->arrays[i].data + l->recordsize * l->numrecordsperarray;
l->numarrays++;
}
{
l->arrays[i].allocflags[j] = true;
l->arrays[i].numflaggedrecords++;
+ memset(l->arrays[i].data + l->recordsize * j, 0, l->recordsize);
return (void *)(l->arrays[i].data + l->recordsize * j);
}
}
}
}
-void Mem_ExpandableArray_FreeRecord(memexpandablearray_t *l, void *record)
+/*****************************************************************************
+ * IF YOU EDIT THIS:
+ * If this function was to change the size of the "expandable" array, you have
+ * to update r_shadow.c
+ * Just do a search for "range =", R_ShadowClearWorldLights would be the first
+ * function to look at. (And also seems like the only one?) You might have to
+ * move the call to Mem_ExpandableArray_IndexRange back into for(...) loop's
+ * condition
+ */
+void Mem_ExpandableArray_FreeRecord(memexpandablearray_t *l, void *record) // const!
{
size_t i, j;
unsigned char *p = (unsigned char *)record;
}
}
+size_t Mem_ExpandableArray_IndexRange(const memexpandablearray_t *l)
+{
+ size_t i, j, k, end = 0;
+ for (i = 0;i < l->numarrays;i++)
+ {
+ for (j = 0, k = 0;k < l->arrays[i].numflaggedrecords;j++)
+ {
+ if (l->arrays[i].allocflags[j])
+ {
+ end = l->numrecordsperarray * i + j + 1;
+ k++;
+ }
+ }
+ }
+ return end;
+}
+
+void *Mem_ExpandableArray_RecordAtIndex(const memexpandablearray_t *l, size_t index)
+{
+ size_t i, j;
+ i = index / l->numrecordsperarray;
+ j = index % l->numrecordsperarray;
+ if (i >= l->numarrays || !l->arrays[i].allocflags[j])
+ return NULL;
+ return (void *)(l->arrays[i].data + j * l->recordsize);
+}
+
// used for temporary memory allocations around the engine, not for longterm
// storage, if anything in this pool stays allocated during gameplay, it is
{
Mem_CheckSentinelsGlobal();
R_TextureStats_Print(false, false, true);
+ GL_Mesh_ListVBOs(false);
Mem_PrintStats();
}
+char* Mem_strdup (mempool_t *pool, const char* s)
+{
+ char* p;
+ size_t sz = strlen (s) + 1;
+ if (s == NULL) return NULL;
+ p = (char*)Mem_Alloc (pool, sz);
+ strlcpy (p, s, sz);
+ return p;
+}
+
/*
========================
Memory_Init