WiiFlow_Lite/source/memory/mem2.hpp
fix94.1 71064e3f77 -forgot to clear gecko sd file buffer on exit, could make problems
-moved this stupid now hide wait message debug print to less annoying
place
-wiiflow wants the dsp shutdown back, so I'll leave it in
-we shouldnt try to alloc mem1 after running apploader, just some
good advice before booting a game, should prevent codedumps
-sd file buffer can be mem1 too, we have enough left
-set mem2 usage to 49mb, thats everything we get anyways
-banner sounds should load faster now, also banner sound
in emulator coverflow when switching game should work again
-forcing check wait thread now on boot, not that the thread
is still working without noticing ;)
2012-05-19 12:29:24 +00:00

46 lines
1.1 KiB
C++

// 1 MEM2 allocator, one for general purpose
// Aligned and padded to 32 bytes, as required by many functions
#ifndef __MEM2_HPP
#define __MEM2_HPP
#ifdef __cplusplus
extern "C"
{
#endif
#define MAX_MEM1_ARENA_LO ((void *)(0x81700000-size))
#define MEM2_PRIORITY_SIZE 0x1000
void MEM1_init(void *addr, void *end);
void MEM1_cleanup(void);
void MEM1_clear(void);
void *MEM1_alloc(unsigned int s);
void *MEM1_memalign(unsigned int a, unsigned int s);
void *MEM1_realloc(void *p, unsigned int s);
void MEM1_free(void *p);
void MEM1_wrap(unsigned int enable);
unsigned int MEM1_usableSize(void *p);
unsigned int MEM1_freesize();
void MEM2_init(unsigned int mem2Size);
void MEM2_cleanup(void);
void MEM2_clear(void);
void MEM2_free(void *p);
void *MEM2_alloc(unsigned int s);
void *MEM2_memalign(unsigned int a, unsigned int s);
void *MEM2_realloc(void *p, unsigned int s);
unsigned int MEM2_usableSize(void *p);
unsigned int MEM2_freesize();
#ifdef __cplusplus
}
#endif
enum Alloc
{
ALLOC_MALLOC,
ALLOC_MEM2,
};
#endif // !defined(__MEM2_HPP)