Defines the range for the set of IDs for different types of allocators used by memory allocation routines.
typedef enum _XALLOC_ALLOCATOR_IDS
{
eXALLOCAllocatorId_GameMin = 0,
eXALLOCAllocatorId_GameMax = 127,
eXALLOCAllocatorId_PlatformReservedMin = 128,
eXALLOCAllocatorId_D3D = 128,
eXALLOCAllocatorId_Audio = 129,
eXALLOCAllocatorId_PlatformReservedMax = 191,
eXALLOCAllocatorId_MiddlewareReservedMin = 192,
eXALLOCAllocatorId_MiddlewareReservedMax = 255
} XALLOC_ALLOCATOR_IDS;
| Constant | Description |
|---|---|
| eXALLOCAllocatorId_GameMin | Start of the range of allocator IDs available to titles for allocation. |
| eXALLOCAllocatorId_GameMax | End of the range of allocator IDs available to titles for allocation. |
| eXALLOCAllocatorId_PlatformReservedMin | Start of the range of allocator IDs used by the system. |
| eXALLOCAllocatorId_D3D | Allocator ID for Direct 3D. |
| eXALLOCAllocatorId_Audio | Allocator ID for audio. |
| eXALLOCAllocatorId_PlatformReservedMax | End of the range of allocator IDs used by the system. |
| eXALLOCAllocatorId_MiddlewareReservedMin | Start of the range of allocator IDs reserved for middleware. |
| eXALLOCAllocatorId_MiddlewareReservedMax | End of the range of allocator IDs reserved for middleware. |
Each allocation is associated with an allocator ID, which identifies the subsystem which is requesting the allocation (or free). There are three potential sources of allocations; Title, Platform and Middleware components.
Title developers should feel free to use any of the values in the range eXALLOCAllocatorId_GameMin to eXALLOCAllocatorId_GameMax to identify which of their subsystems are performing allocations.
If you are a middleware vendor and would like to reserve an allocator ID, please contact your developer account manager.
Header: Declared in xmem.h.