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+//
+//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
+//FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
+//COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
+//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.
+Except as expressly stated in this notice, no other rights or licenses
+express or implied, are granted by NVIDIA herein, including but not
+limited to any patent rights that may be infringed by your derivative
+works or by other works in which the NVIDIA Software may be
+incorporated. No hardware is licensed hereunder.
+
+THE NVIDIA SOFTWARE IS BEING PROVIDED ON AN "AS IS" BASIS, WITHOUT
+WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED,
+INCLUDING WITHOUT LIMITATION, WARRANTIES OR CONDITIONS OF TITLE,
+NON-INFRINGEMENT, MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR
+ITS USE AND OPERATION EITHER ALONE OR IN COMBINATION WITH OTHER
+PRODUCTS.
+
+IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT,
+INCIDENTAL, EXEMPLARY, CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
+TO, LOST PROFITS; PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF
+USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) OR ARISING IN ANY WAY
+OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE
+NVIDIA SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT,
+TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF
+NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+\****************************************************************************/
+
+#include <stddef.h>
+#include <stdlib.h>
+#include <string.h>
+#include <stdint.h>
+
+#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