godot/thirdparty/glslang/glslang/MachineIndependent/PoolAlloc.cpp

//
// Copyright (C) 2002-2005  3Dlabs Inc. Ltd.
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#include "../Include/Common.h"
#include "../Include/PoolAlloc.h"

namespace glslang {

namespace {
thread_local TPoolAllocator* threadPoolAllocator =;

TPoolAllocator* GetDefaultThreadPoolAllocator()
{}
} // anonymous namespace

// Return the thread-specific current pool.
TPoolAllocator& GetThreadPoolAllocator()
{}

// Set the thread-specific current pool.
void SetThreadPoolAllocator(TPoolAllocator* poolAllocator)
{}

//
// Implement the functionality of the TPoolAllocator class, which
// is documented in PoolAlloc.h.
//
TPoolAllocator::TPoolAllocator(int growthIncrement, int allocationAlignment) :{}

TPoolAllocator::~TPoolAllocator()
{}

//
// Check a single guard block for damage
//
#ifdef GUARD_BLOCKS
void TAllocation::checkGuardBlock(unsigned char* blockMem, unsigned char val, const char* locText) const
#else
void TAllocation::checkGuardBlock(unsigned char*, unsigned char, const char*) const
#endif
{}

void TPoolAllocator::push()
{}

//
// Do a mass-deallocation of all the individual allocations
// that have occurred since the last push(), or since the
// last pop(), or since the object's creation.
//
// The deallocated pages are saved for future allocations.
//
void TPoolAllocator::pop()
{}

//
// Do a mass-deallocation of all the individual allocations
// that have occurred.
//
void TPoolAllocator::popAll()
{}

void* TPoolAllocator::allocate(size_t numBytes)
{}

//
// Check all allocations in a list for damage by calling check on each.
//
void TAllocation::checkAllocList() const
{}

} // end namespace glslang