git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@31202 e7fa87d3-cd2b-0410-9028-fcbf551c1848
161 lines
6.3 KiB
C++
161 lines
6.3 KiB
C++
//
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//Copyright (C) 2002-2005 3Dlabs Inc. Ltd.
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//Copyright (C) 2013 LunarG, Inc.
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//All rights reserved.
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//
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//Redistribution and use in source and binary forms, with or without
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//modification, are permitted provided that the following conditions
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//are met:
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//
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// Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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//
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// Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following
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// disclaimer in the documentation and/or other materials provided
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// with the distribution.
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//
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// Neither the name of 3Dlabs Inc. Ltd. nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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//THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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//"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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//LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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//FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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//COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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//INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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//BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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//LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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//CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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//LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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//POSSIBILITY OF SUCH DAMAGE.
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//
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/****************************************************************************\
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Copyright (c) 2002, NVIDIA Corporation.
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NVIDIA Corporation("NVIDIA") supplies this software to you in
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consideration of your agreement to the following terms, and your use,
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installation, modification or redistribution of this NVIDIA software
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constitutes acceptance of these terms. If you do not agree with these
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terms, please do not use, install, modify or redistribute this NVIDIA
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software.
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In consideration of your agreement to abide by the following terms, and
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subject to these terms, NVIDIA grants you a personal, non-exclusive
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license, under NVIDIA's copyrights in this original NVIDIA software (the
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"NVIDIA Software"), to use, reproduce, modify and redistribute the
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NVIDIA Software, with or without modifications, in source and/or binary
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forms; provided that if you redistribute the NVIDIA Software, you must
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retain the copyright notice of NVIDIA, this notice and the following
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text and disclaimers in all such redistributions of the NVIDIA Software.
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Neither the name, trademarks, service marks nor logos of NVIDIA
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Corporation may be used to endorse or promote products derived from the
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NVIDIA Software without specific prior written permission from NVIDIA.
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Except as expressly stated in this notice, no other rights or licenses
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express or implied, are granted by NVIDIA herein, including but not
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limited to any patent rights that may be infringed by your derivative
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works or by other works in which the NVIDIA Software may be
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incorporated. No hardware is licensed hereunder.
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THE NVIDIA SOFTWARE IS BEING PROVIDED ON AN "AS IS" BASIS, WITHOUT
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WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED,
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INCLUDING WITHOUT LIMITATION, WARRANTIES OR CONDITIONS OF TITLE,
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NON-INFRINGEMENT, MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR
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ITS USE AND OPERATION EITHER ALONE OR IN COMBINATION WITH OTHER
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PRODUCTS.
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IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT,
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INCIDENTAL, EXEMPLARY, CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, LOST PROFITS; PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF
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USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) OR ARISING IN ANY WAY
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OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE
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NVIDIA SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT,
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TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF
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NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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\****************************************************************************/
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#include <stddef.h>
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#include <stdlib.h>
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#include <string.h>
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#include <stdint.h>
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#include "PpContext.h"
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// default alignment and chunksize, if called with 0 arguments
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#define CHUNKSIZE (64*1024)
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#define ALIGN 8
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namespace glslang {
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struct chunk {
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struct chunk *next;
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};
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TPpContext::MemoryPool* TPpContext::mem_CreatePool(size_t chunksize, unsigned int align)
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{
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if (align == 0)
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align = ALIGN;
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if (chunksize == 0)
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chunksize = CHUNKSIZE;
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if (align & (align - 1))
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return 0;
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if (chunksize < sizeof(MemoryPool))
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return 0;
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if (chunksize & (align - 1))
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return 0;
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MemoryPool *pool = (MemoryPool*)malloc(chunksize);
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if (! pool)
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return 0;
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pool->next = 0;
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pool->chunksize = chunksize;
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pool->alignmask = (uintptr_t)(align) - 1;
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pool->free = ((uintptr_t)(pool + 1) + pool->alignmask) & ~pool->alignmask;
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pool->end = (uintptr_t)pool + chunksize;
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return pool;
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}
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void TPpContext::mem_FreePool(MemoryPool *pool)
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{
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struct chunk *p, *next;
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for (p = (struct chunk *)pool; p; p = next) {
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next = p->next;
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free(p);
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}
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}
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void* TPpContext::mem_Alloc(MemoryPool *pool, size_t size)
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{
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struct chunk *ch;
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void *rv = (void *)pool->free;
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size = (size + pool->alignmask) & ~pool->alignmask;
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if (size <= 0) size = pool->alignmask;
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pool->free += size;
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if (pool->free > pool->end || pool->free < (uintptr_t)rv) {
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size_t minreq = (size + sizeof(struct chunk) + pool->alignmask) & ~pool->alignmask;
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pool->free = (uintptr_t)rv;
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if (minreq >= pool->chunksize) {
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// request size is too big for the chunksize, so allocate it as
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// a single chunk of the right size
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ch = (struct chunk*)malloc(minreq);
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if (!ch) return 0;
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} else {
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ch = (struct chunk*)malloc(pool->chunksize);
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if (!ch) return 0;
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pool->free = (uintptr_t)ch + minreq;
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pool->end = (uintptr_t)ch + pool->chunksize;
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}
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ch->next = pool->next;
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pool->next = ch;
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rv = (void *)(((uintptr_t)(ch+1) + pool->alignmask) & ~pool->alignmask);
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}
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return rv;
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}
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} // end namespace glslang
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