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author Aaron Giles <aaron@aarongiles.com>2010-01-08 06:05:29 +0000
committer Aaron Giles <aaron@aarongiles.com>2010-01-08 06:05:29 +0000
commit91a1b8d634131714ec89a07496606880ea487ece (patch)
treebe1623ecd9688f97d426efe03688289e4a25f6b5 /src/emu/audit.c
parent26ef6355153f38264122c168438d09d1811b9530 (diff)
NOTE: This change requires two new osd functions: osd_malloc() and
osd_free(). They take the same parameters as malloc() and free(). Renamed mamecore.h -> emucore.h. New C++-aware memory manager, implemented in emualloc.*. This is a simple manager that allows you to add any type of object to a resource pool. Most commonly, allocated objects are added, and so a set of allocation macros is provided to allow you to manage objects in a particular pool: pool_alloc(p, t) = allocate object of type 't' and add to pool 'p' pool_alloc_clear(p, t) = same as above, but clear the memory first pool_alloc_array(p, t, c) = allocate an array of 'c' objects of type 't' and add to pool 'p' pool_alloc_array_clear(p, t, c) = same, but with clearing pool_free(p, v) = free object 'v' and remove it from the pool Note that pool_alloc[_clear] is roughly equivalent to "new t" and pool_alloc_array[_clear] is roughly equivalent to "new t[c]". Also note that pool_free works for single objects and arrays. There is a single global_resource_pool defined which should be used for any global allocations. It has equivalent macros to the pool_* macros above that automatically target the global pool. In addition, the memory module defines global new/delete overrides that access file and line number parameters so that allocations can be tracked. Currently this tracking is only done if MAME_DEBUG is enabled. In debug builds, any unfreed memory will be printed at the end of the session. emualloc.h also has #defines to disable malloc/free/realloc/calloc. Since emualloc.h is included by emucore.h, this means pretty much all code within the emulator is forced to use the new allocators. Although straight new/delete do work, their use is discouraged, as any allocations made with them will not be tracked. Changed the familar auto_alloc_* macros to map to the resource pool model described above. The running_machine is now a class and contains a resource pool which is automatically destructed upon deletion. If you are a driver writer, all your allocations should be done with auto_alloc_*. Changed all drivers and files in the core using malloc/realloc or the old alloc_*_or_die macros to use (preferably) the auto_alloc_* macros instead, or the global_alloc_* macros if necessary. Added simple C++ wrappers for astring and bitmap_t, as these need proper constructors/destructors to be used for auto_alloc_astring and auto_alloc_bitmap. Removed references to the winalloc prefix file. Most of its functionality has moved into the core, save for the guard page allocations, which are now implemented in osd_alloc and osd_free.
Diffstat (limited to 'src/emu/audit.c')
-rw-r--r--src/emu/audit.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/emu/audit.c b/src/emu/audit.c
index f7b70c0cc34..0a9aa420c64 100644
--- a/src/emu/audit.c
+++ b/src/emu/audit.c
@@ -88,7 +88,7 @@ int audit_images(core_options *options, const game_driver *gamedrv, UINT32 valid
if (records > 0)
{
/* allocate memory for the records */
- *audit = alloc_array_clear_or_die(audit_record, records);
+ *audit = global_alloc_array_clear(audit_record, records);
record = *audit;
/* iterate over ROM sources and regions */
@@ -129,7 +129,7 @@ int audit_images(core_options *options, const game_driver *gamedrv, UINT32 valid
/* if we found nothing, we don't have the set at all */
if (!anyfound && anyrequired)
{
- free(*audit);
+ global_free(*audit);
*audit = NULL;
records = 0;
}
@@ -172,7 +172,7 @@ int audit_samples(core_options *options, const game_driver *gamedrv, audit_recor
goto skip;
/* allocate memory for the records */
- *audit = alloc_array_clear_or_die(audit_record, records);
+ *audit = global_alloc_array_clear(audit_record, records);
record = *audit;
/* now iterate over sample entries */