(svn r2865) Push the responsibility for allocating the sprite heap into GfxInitSpriteMem()
--- a/spritecache.c Sat Aug 13 21:35:31 2005 +0000
+++ b/spritecache.c Sat Aug 13 21:40:22 2005 +0000
@@ -785,13 +785,13 @@
_compact_cache_counter = 0;
}
-static void GfxInitSpriteMem(void *ptr, uint32 size)
+static void GfxInitSpriteMem(void)
{
// initialize sprite cache heap
- _spritecache_ptr = ptr;
+ if (_spritecache_ptr == NULL) _spritecache_ptr = malloc(SPRITE_CACHE_SIZE);
// A big free block
- _spritecache_ptr->size = (size - sizeof(MemBlock)) | S_FREE_MASK;
+ _spritecache_ptr->size = (SPRITE_CACHE_SIZE - sizeof(MemBlock)) | S_FREE_MASK;
// Sentinel block (identified by size == 0)
NextBlock(_spritecache_ptr)->size = 0;
@@ -801,8 +801,6 @@
void GfxLoadSprites(void)
{
- static byte *_sprite_mem;
-
// Need to reload the sprites only if the landscape changed
if (_sprite_page_to_load != _opt.landscape) {
_sprite_page_to_load = _opt.landscape;
@@ -810,9 +808,7 @@
// Sprite cache
DEBUG(spritecache, 1) ("Loading sprite set %d.", _sprite_page_to_load);
- // Reuse existing memory?
- if (_sprite_mem == NULL) _sprite_mem = malloc(SPRITE_CACHE_SIZE);
- GfxInitSpriteMem(_sprite_mem, SPRITE_CACHE_SIZE);
+ GfxInitSpriteMem();
LoadSpriteTables();
GfxInitPalettes();
}