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39 lines
1.3 KiB
C
39 lines
1.3 KiB
C
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef MEM_HELPERS_H
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#define MEM_HELPERS_H
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#ifdef _WIN32
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#pragma once
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#endif
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// Normally, the runtime libraries like to mess with the memory returned by malloc(),
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// which can create problems trying to repro bugs in debug builds or in the debugger.
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//
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// If the debugger is present, it initializes data to 0xbaadf00d, which makes floating
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// point numbers come out to about 0.1.
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//
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// If the debugger is not present, and it's a debug build, then you get 0xcdcdcdcd,
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// which is about 25 million.
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//
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// Otherwise, you get uninitialized memory.
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//
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// In here, we make sure the memory is either random garbage, or it's set to
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// 0xffeeffee, which casts to a NAN.
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extern bool g_bInitMemory;
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#define ApplyMemoryInitializations( pMem, nSize ) if ( !g_bInitMemory ) ; else { DoApplyMemoryInitializations( pMem, nSize ); }
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void DoApplyMemoryInitializations( void *pMem, int nSize );
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size_t CalcHeapUsed();
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// Call this to reserve the bottom 4 GB of memory in order to ensure that we will
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// get crashes if we put pointers in DWORDs or ints. This will be a NOP on some
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// platforms (Xbox 360, PS3, 32-bit Windows, etc.)
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void ReserveBottomMemory();
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#endif // MEM_HELPERS_H
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