4#include <revolution/mem.h>
7#include "JSystem/JKernel/JKRHeap.hpp"
8#include "Game/SingletonHolder.hpp"
9#include "Game/System/HeapMemoryWatcher.hpp"
16 void becomeCurrentHeap(JKRHeap *);
17 JKRHeap* getCurrentHeap();
18 bool isEqualCurrentHeap(JKRHeap *);
20 void copyMemory(
void *,
const void *, u32);
21 void fillMemory(
void *, u8, u32);
22 void zeroMemory(
void *, u32);
23 s32 calcCheckSum(
const void *, u32);
25 void* allocFromWPadHeap(u32);
26 u8 freeFromWPadHeap(
void *);
28 JKRExpHeap* getStationedHeapNapa();
29 JKRExpHeap* getStationedHeapGDDR3();
30 JKRSolidHeap* getSceneHeapNapa();
31 JKRSolidHeap* getSceneHeapGDDR3();
33 JKRHeap* getAproposHeapForSceneArchive(f32);
35 void adjustHeapSize(JKRExpHeap *,
const char *);
37 inline JKRSolidHeap* getAudHeap() {
51 static void* alloc(MEMAllocator *, u32);
52 static void free(MEMAllocator *,
void *);
54 static MEMAllocatorFunc sAllocatorFunc;
56 static MEMAllocator sAllocator;
62 static void* alloc(MEMAllocator *pAllocator, u32 size) {
66 static void free(MEMAllocator *pAllocator,
void *pData) {
70 static JKRHeap* sHeap;