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added the possibility to allocate aligned memory, an use it to allocate the buffer utilized in texture decoding, this will make a little easy to use aligned writes when possible in sse2/3 optimized algorithms.
some code additions for future use ;). please gcc user test this as i don't have opportunity to test it myself i only use reference code to. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7247 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -26,6 +26,8 @@
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void* AllocateExecutableMemory(size_t size, bool low = true);
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void* AllocateMemoryPages(size_t size);
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void FreeMemoryPages(void* ptr, size_t size);
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void* AllocateAlignedMemory(size_t size,size_t alignment);
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void FreeAlignedMemory(void* ptr);
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void WriteProtectMemory(void* ptr, size_t size, bool executable = false);
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void UnWriteProtectMemory(void* ptr, size_t size, bool allowExecute = false);
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std::string MemUsage();
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