mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-11-24 04:09:15 +01:00
71064e3f77
-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 ;)
46 lines
1.1 KiB
C++
46 lines
1.1 KiB
C++
// 1 MEM2 allocator, one for general purpose
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// Aligned and padded to 32 bytes, as required by many functions
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#ifndef __MEM2_HPP
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#define __MEM2_HPP
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#ifdef __cplusplus
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extern "C"
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{
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#endif
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#define MAX_MEM1_ARENA_LO ((void *)(0x81700000-size))
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#define MEM2_PRIORITY_SIZE 0x1000
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void MEM1_init(void *addr, void *end);
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void MEM1_cleanup(void);
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void MEM1_clear(void);
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void *MEM1_alloc(unsigned int s);
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void *MEM1_memalign(unsigned int a, unsigned int s);
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void *MEM1_realloc(void *p, unsigned int s);
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void MEM1_free(void *p);
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void MEM1_wrap(unsigned int enable);
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unsigned int MEM1_usableSize(void *p);
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unsigned int MEM1_freesize();
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void MEM2_init(unsigned int mem2Size);
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void MEM2_cleanup(void);
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void MEM2_clear(void);
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void MEM2_free(void *p);
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void *MEM2_alloc(unsigned int s);
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void *MEM2_memalign(unsigned int a, unsigned int s);
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void *MEM2_realloc(void *p, unsigned int s);
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unsigned int MEM2_usableSize(void *p);
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unsigned int MEM2_freesize();
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#ifdef __cplusplus
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}
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#endif
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enum Alloc
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{
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ALLOC_MALLOC,
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ALLOC_MEM2,
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};
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#endif // !defined(__MEM2_HPP)
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