godot/thirdparty/harfbuzz/src/hb-pool.hh

/*
 * Copyright © 2019  Facebook, Inc.
 *
 *  This is part of HarfBuzz, a text shaping library.
 *
 * Permission is hereby granted, without written agreement and without
 * license or royalty fees, to use, copy, modify, and distribute this
 * software and its documentation for any purpose, provided that the
 * above copyright notice and the following two paragraphs appear in
 * all copies of this software.
 *
 * IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR
 * DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES
 * ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN
 * IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
 * DAMAGE.
 *
 * THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING,
 * BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
 * FITNESS FOR A PARTICULAR PURPOSE.  THE SOFTWARE PROVIDED HEREUNDER IS
 * ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO
 * PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS.
 *
 * Facebook Author(s): Behdad Esfahbod
 */

#ifndef HB_POOL_HH
#define HB_POOL_HH

#include "hb.hh"

/* Memory pool for persistent allocation of small objects.
 *
 * Some AI musings on this, not necessarily true:
 *
 * This is a very simple implementation, but it's good enough for our
 * purposes.  It's not thread-safe.  It's not very fast.  It's not
 * very memory efficient.  It's not very cache efficient.  It's not
 * very anything efficient.  But it's simple and it works.  And it's
 * good enough for our purposes.  If you need something more
 * sophisticated, use a real allocator.  Or use a real language. */

template <typename T, unsigned ChunkLen = 32>
struct hb_pool_t
{};


#endif /* HB_POOL_HH */