dolphin/Source/Core/Common/MemoryUtil.h
degasus 562b9d4a9f VideoCommon: Abort texture prefetching on low RAM
There is no nice way to correctly "detect" the "used" memory, so we just say
we're fine to use 50% of the physical memory for custom textures.

This will fix out-of-memory crashes, but we still might run into swapping issues.
2015-05-16 15:39:36 +02:00

25 lines
789 B
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include <cstddef>
#include <string>
void* AllocateExecutableMemory(size_t size, bool low = true);
void* AllocateMemoryPages(size_t size);
void FreeMemoryPages(void* ptr, size_t size);
void* AllocateAlignedMemory(size_t size,size_t alignment);
void FreeAlignedMemory(void* ptr);
void ReadProtectMemory(void* ptr, size_t size);
void WriteProtectMemory(void* ptr, size_t size, bool executable = false);
void UnWriteProtectMemory(void* ptr, size_t size, bool allowExecute = false);
std::string MemUsage();
size_t MemPhysical();
void GuardMemoryMake(void* ptr, size_t size);
void GuardMemoryUnmake(void* ptr, size_t size);
inline int GetPageSize() { return 4096; }