mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-16 00:12:51 +00:00
92d8af75db
reduces the amount of house keeping we do and the chance of memory leaks.
69 lines
1.5 KiB
C
69 lines
1.5 KiB
C
/* $Id$ */
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#include "stdafx.h"
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#include "openttd.h"
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#include "pool.h"
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#include "sprite.h"
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enum {
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SPRITEGROUP_POOL_BLOCK_SIZE_BITS = 4, /* (1 << 4) == 16 items */
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SPRITEGROUP_POOL_MAX_BLOCKS = 8000,
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};
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static uint _spritegroup_count = 0;
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static MemoryPool _spritegroup_pool;
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static void SpriteGroupPoolCleanBlock(uint start_item, uint end_item)
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{
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uint i;
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for (i = start_item; i <= end_item; i++) {
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SpriteGroup *group = (SpriteGroup*)GetItemFromPool(&_spritegroup_pool, i);
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/* Free dynamically allocated memory */
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switch (group->type) {
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case SGT_REAL:
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free(group->g.real.loaded);
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free(group->g.real.loading);
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break;
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case SGT_DETERMINISTIC:
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free(group->g.determ.ranges);
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break;
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case SGT_RANDOMIZED:
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free(group->g.random.groups);
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break;
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default:
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break;
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}
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}
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}
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/* Initialize the SpriteGroup pool */
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static MemoryPool _spritegroup_pool = { "SpriteGr", SPRITEGROUP_POOL_MAX_BLOCKS, SPRITEGROUP_POOL_BLOCK_SIZE_BITS, sizeof(SpriteGroup), NULL, &SpriteGroupPoolCleanBlock, 0, 0, NULL };
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/* Allocate a new SpriteGroup */
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SpriteGroup *AllocateSpriteGroup(void)
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{
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/* This is totally different to the other pool allocators, as we never remove an item from the pool. */
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if (_spritegroup_count == _spritegroup_pool.total_items) {
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if (!AddBlockToPool(&_spritegroup_pool)) return NULL;
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}
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return (SpriteGroup*)GetItemFromPool(&_spritegroup_pool, _spritegroup_count++);
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}
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void InitializeSpriteGroupPool(void)
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{
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CleanPool(&_spritegroup_pool);
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AddBlockToPool(&_spritegroup_pool);
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_spritegroup_count = 0;
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}
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