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/*
* Copyright 2009 Nicolai Hähnle <nhaehnle@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* on the rights to use, copy, modify, merge, publish, distribute, sub
* license, and/or sell copies of the Software, and to permit persons to whom
* the Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
* THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
* USE OR OTHER DEALINGS IN THE SOFTWARE. */
#ifndef MEMORY_POOL_H
#define MEMORY_POOL_H
struct memory_block;
/**
* Provides a pool of memory that can quickly be allocated from, at the
* cost of being unable to explicitly free one of the allocated blocks.
* Instead, the entire pool can be freed at once.
*
* The idea is to allow one to quickly allocate a flexible amount of
* memory during operations like shader compilation while avoiding
* reference counting headaches.
*/
struct memory_pool {
unsigned char * head;
unsigned char * end;
unsigned int total_allocated;
struct memory_block * blocks;
};
void memory_pool_init(struct memory_pool * pool);
void memory_pool_destroy(struct memory_pool * pool);
void * memory_pool_malloc(struct memory_pool * pool, unsigned int bytes);
#endif /* MEMORY_POOL_H */
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