/*---------------------------------------------------------------------------* Project: Horizon File: HeapManager.cpp Copyright 2009 Nintendo. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Rev$ *---------------------------------------------------------------------------*/ #include "HeapManager.h" nn::fnd::ThreadSafeExpHeap s_AppHeap; HeapManager::HeapManager(size_t byteSize, s32 alignment, bit8 groupId, nn::fnd::ExpHeapBase::AllocationMode mode, bool reuse) { m_Ptr = s_AppHeap.Allocate(byteSize, alignment, groupId, mode, reuse); } HeapManager::~HeapManager() { if(m_Ptr != NULL) { s_AppHeap.Free(m_Ptr); } } void* HeapManager::GetAddr() { return m_Ptr; } void InitializeHeap() { s_AppHeap.Initialize(nn::os::GetDeviceMemoryAddress(), nn::os::GetDeviceMemorySize(), nn::os::ALLOCATE_OPTION_LINEAR); } size_t GetAllocatableSize(s32 alignment) { return s_AppHeap.GetAllocatableSize(alignment); } void* ForceAllocate(size_t byteSize, s32 alignment, bit8 groupId, nn::fnd::ExpHeapBase::AllocationMode mode, bool reuse) { return s_AppHeap.Allocate(byteSize, alignment, groupId, mode, reuse); } void ForceFree(void* ptr) { if(ptr != NULL) { s_AppHeap.Free(ptr); } }