| // |
| //Copyright (C) 2002-2005 3Dlabs Inc. Ltd. |
| //Copyright (C) 2013 LunarG, Inc. |
| //All rights reserved. |
| // |
| //Redistribution and use in source and binary forms, with or without |
| //modification, are permitted provided that the following conditions |
| //are met: |
| // |
| // Redistributions of source code must retain the above copyright |
| // notice, this list of conditions and the following disclaimer. |
| // |
| // Redistributions in binary form must reproduce the above |
| // copyright notice, this list of conditions and the following |
| // disclaimer in the documentation and/or other materials provided |
| // with the distribution. |
| // |
| // Neither the name of 3Dlabs Inc. Ltd. nor the names of its |
| // contributors may be used to endorse or promote products derived |
| // from this software without specific prior written permission. |
| // |
| //THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| //"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
| //LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS |
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| //INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, |
| //BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
| //LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER |
| //CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT |
| //LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN |
| //ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE |
| //POSSIBILITY OF SUCH DAMAGE. |
| // |
| /****************************************************************************\ |
| Copyright (c) 2002, NVIDIA Corporation. |
| |
| NVIDIA Corporation("NVIDIA") supplies this software to you in |
| consideration of your agreement to the following terms, and your use, |
| installation, modification or redistribution of this NVIDIA software |
| constitutes acceptance of these terms. If you do not agree with these |
| terms, please do not use, install, modify or redistribute this NVIDIA |
| software. |
| |
| In consideration of your agreement to abide by the following terms, and |
| subject to these terms, NVIDIA grants you a personal, non-exclusive |
| license, under NVIDIA's copyrights in this original NVIDIA software (the |
| "NVIDIA Software"), to use, reproduce, modify and redistribute the |
| NVIDIA Software, with or without modifications, in source and/or binary |
| forms; provided that if you redistribute the NVIDIA Software, you must |
| retain the copyright notice of NVIDIA, this notice and the following |
| text and disclaimers in all such redistributions of the NVIDIA Software. |
| Neither the name, trademarks, service marks nor logos of NVIDIA |
| Corporation may be used to endorse or promote products derived from the |
| NVIDIA Software without specific prior written permission from NVIDIA. |
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| limited to any patent rights that may be infringed by your derivative |
| works or by other works in which the NVIDIA Software may be |
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| |
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| |
| #include <cstddef> |
| #include <cstdlib> |
| #include <cstring> |
| |
| #include "PpContext.h" |
| |
| // default alignment and chunksize, if called with 0 arguments |
| #define CHUNKSIZE (64*1024) |
| #define ALIGN 8 |
| |
| namespace glslang { |
| |
| struct chunk { |
| struct chunk *next; |
| }; |
| |
| TPpContext::MemoryPool* TPpContext::mem_CreatePool(size_t chunksize, unsigned int align) |
| { |
| if (align == 0) |
| align = ALIGN; |
| if (chunksize == 0) |
| chunksize = CHUNKSIZE; |
| if (align & (align - 1)) |
| return nullptr; |
| if (chunksize < sizeof(MemoryPool)) |
| return nullptr; |
| if (chunksize & (align - 1)) |
| return nullptr; |
| |
| MemoryPool *pool = (MemoryPool*)malloc(chunksize); |
| if (! pool) |
| return nullptr; |
| |
| pool->next = 0; |
| pool->chunksize = chunksize; |
| pool->alignmask = (uintptr_t)(align) - 1; |
| pool->free = ((uintptr_t)(pool + 1) + pool->alignmask) & ~pool->alignmask; |
| pool->end = (uintptr_t)pool + chunksize; |
| |
| return pool; |
| } |
| |
| void TPpContext::mem_FreePool(MemoryPool *pool) |
| { |
| struct chunk *p, *next; |
| |
| for (p = (struct chunk *)pool; p; p = next) { |
| next = p->next; |
| free(p); |
| } |
| } |
| |
| void* TPpContext::mem_Alloc(MemoryPool *pool, size_t size) |
| { |
| struct chunk *ch; |
| void *rv = (void *)pool->free; |
| size = (size + pool->alignmask) & ~pool->alignmask; |
| if (size <= 0) size = pool->alignmask; |
| pool->free += size; |
| if (pool->free > pool->end || pool->free < (uintptr_t)rv) { |
| size_t minreq = (size + sizeof(struct chunk) + pool->alignmask) & ~pool->alignmask; |
| pool->free = (uintptr_t)rv; |
| if (minreq >= pool->chunksize) { |
| // request size is too big for the chunksize, so allocate it as |
| // a single chunk of the right size |
| ch = (struct chunk*)malloc(minreq); |
| if (! ch) |
| return nullptr; |
| } else { |
| ch = (struct chunk*)malloc(pool->chunksize); |
| if (! ch) |
| return nullptr; |
| pool->free = (uintptr_t)ch + minreq; |
| pool->end = (uintptr_t)ch + pool->chunksize; |
| } |
| ch->next = pool->next; |
| pool->next = ch; |
| rv = (void *)(((uintptr_t)(ch+1) + pool->alignmask) & ~pool->alignmask); |
| } |
| return rv; |
| } |
| |
| } // end namespace glslang |