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C++ refexport_t::RegisterModels_LevelLoadEnd方法代码示例

本文整理汇总了C++中refexport_t::RegisterModels_LevelLoadEnd方法的典型用法代码示例。如果您正苦于以下问题:C++ refexport_t::RegisterModels_LevelLoadEnd方法的具体用法?C++ refexport_t::RegisterModels_LevelLoadEnd怎么用?C++ refexport_t::RegisterModels_LevelLoadEnd使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在refexport_t的用法示例。


在下文中一共展示了refexport_t::RegisterModels_LevelLoadEnd方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: SND_RegisterAudio_LevelLoadEnd

void *Z_Malloc(int iSize, memtag_t eTag, qboolean bZeroit, int unusedAlign)
#endif
{	
	gbMemFreeupOccured = qfalse;

	if (iSize == 0)
	{
		zoneHeader_t *pMemory = (zoneHeader_t *) &gZeroMalloc;
		return &pMemory[1];
	}

	// Add in tracking info and round to a longword...  (ignore longword aligning now we're not using contiguous blocks)
	//
//	int iRealSize = (iSize + sizeof(zoneHeader_t) + sizeof(zoneTail_t) + 3) & 0xfffffffc;
	int iRealSize = (iSize + sizeof(zoneHeader_t) + sizeof(zoneTail_t));

	// Allocate a chunk...
	//
	zoneHeader_t *pMemory = NULL;
	while (pMemory == NULL)
	{
		#ifdef _WIN32
		if (gbMemFreeupOccured)
		{
			Sleep(1000);	// sleep for a second, so Windows has a chance to shuffle mem to de-swiss-cheese it
		}
		#endif

		if (bZeroit) {
			pMemory = (zoneHeader_t *) calloc ( iRealSize, 1 );
		} else {
			pMemory = (zoneHeader_t *) malloc ( iRealSize );
		}
		if (!pMemory)
		{
			// new bit, if we fail to malloc memory, try dumping some of the cached stuff that's non-vital and try again...
			//

			// ditch the BSP cache...
			//
			if (CM_DeleteCachedMap(qfalse))
			{
				gbMemFreeupOccured = qtrue;
				continue;		// we've just ditched a whole load of memory, so try again with the malloc
			}


			// ditch any sounds not used on this level...
			//
			extern qboolean SND_RegisterAudio_LevelLoadEnd(qboolean bDeleteEverythingNotUsedThisLevel);
			if (SND_RegisterAudio_LevelLoadEnd(qtrue))
			{
				gbMemFreeupOccured = qtrue;
				continue;		// we've dropped at least one sound, so try again with the malloc
			}


			// ditch any image_t's (and associated GL texture mem) not used on this level...
			//
			if (re.RegisterImages_LevelLoadEnd())
			{
				gbMemFreeupOccured = qtrue;
				continue;		// we've dropped at least one image, so try again with the malloc
			}


			// ditch the model-binaries cache...  (must be getting desperate here!)
			//
			if (re.RegisterModels_LevelLoadEnd(qtrue))
			{
				gbMemFreeupOccured = qtrue;
				continue;
			}

			// as a last panic measure, dump all the audio memory, but not if we're in the audio loader 
			//	(which is annoying, but I'm not sure how to ensure we're not dumping any memory needed by the sound
			//	currently being loaded if that was the case)...
			//
			// note that this keeps querying until it's freed up as many bytes as the requested size, but freeing
			//	several small blocks might not mean that one larger one is satisfiable after freeup, however that'll
			//	just make it go round again and try for freeing up another bunch of blocks until the total is satisfied 
			//	again (though this will have freed twice the requested amount in that case), so it'll either work 
			//	eventually or not free up enough and drop through to the final ERR_DROP. No worries...
			//
			extern qboolean gbInsideLoadSound;			
			extern int SND_FreeOldestSound(void);	// I had to add a void-arg version of this because of link issues, sigh
			if (!gbInsideLoadSound)
			{
				int iBytesFreed = SND_FreeOldestSound();
				if (iBytesFreed)
				{						
					int iTheseBytesFreed = 0;
					while ( (iTheseBytesFreed = SND_FreeOldestSound()) != 0)
					{
						iBytesFreed += iTheseBytesFreed;
						if (iBytesFreed >= iRealSize)
							break;	// early opt-out since we've managed to recover enough (mem-contiguity issues aside)
					}
					gbMemFreeupOccured = qtrue;
					continue;
//.........这里部分代码省略.........
开发者ID:archSeer,项目名称:OpenJK,代码行数:101,代码来源:z_memman_pc.cpp


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