//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef MEM_HELPERS_H #define MEM_HELPERS_H #ifdef _WIN32 #pragma once #endif // Normally, the runtime libraries like to mess with the memory returned by malloc(), // which can create problems trying to repro bugs in debug builds or in the debugger. // // If the debugger is present, it initializes data to 0xbaadf00d, which makes floating // point numbers come out to about 0.1. // // If the debugger is not present, and it's a debug build, then you get 0xcdcdcdcd, // which is about 25 million. // // Otherwise, you get uninitialized memory. // // In here, we make sure the memory is either random garbage, or it's set to // 0xffeeffee, which casts to a NAN. extern bool g_bInitMemory; #define ApplyMemoryInitializations( pMem, nSize ) if ( !g_bInitMemory ) ; else { DoApplyMemoryInitializations( pMem, nSize ); } void DoApplyMemoryInitializations( void *pMem, int nSize ); size_t CalcHeapUsed(); // Call this to reserve the bottom 4 GB of memory in order to ensure that we will // get crashes if we put pointers in DWORDs or ints. This will be a NOP on some // platforms (Xbox 360, PS3, 32-bit Windows, etc.) void ReserveBottomMemory(); #endif // MEM_HELPERS_H