//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Insert this file into all projects using the memory system // It will cause that project to use the shader memory allocator // // $NoKeywords: $ //=============================================================================// #ifdef SN_TARGET_PS3 struct MemOverrideRawCrtFunctions_t { void * (*pfn_malloc)( size_t size ); void * (*pfn_calloc)( size_t nelem, size_t size ); void * (*pfn_memalign)(size_t boundary, size_t size_arg); void * (*pfn_realloc)( void *p, size_t size_arg ); void * (*pfn_reallocalign)( void *p, size_t size_arg, size_t boundary ); size_t (*pfn_malloc_usable_size)( void *p ); int (*pfn_malloc_stats)( struct malloc_managed_size *mms ); void (*pfn_free)( void *p ); }; #endif