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📄 object_heap.c

📁 nvidia VDPAU 驱动与intel VAAPI 驱动桥接的接口实现。 VAAPI intel 视频解码驱动接口函数库 VDPAU:nvdia视频解码驱动接口函数库
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/* *  object_heap.c - Management of VA API resources * *  vdpau-video (C) 2009 Splitted-Desktop Systems * *  This program is free software; you can redistribute it and/or modify *  it under the terms of the GNU General Public License as published by *  the Free Software Foundation; either version 2 of the License, or *  (at your option) any later version. * *  This program is distributed in the hope that it will be useful, *  but WITHOUT ANY WARRANTY; without even the implied warranty of *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the *  GNU General Public License for more details. * *  You should have received a copy of the GNU General Public License *  along with this program; if not, write to the Free Software *  Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA */#include "sysdeps.h"#include "object_heap.h"/* This code is: * Copyright (c) 2007 Intel Corporation. All Rights Reserved. * * 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 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 PRECISION INSIGHT AND/OR ITS 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. */#define ASSERT	assert#define LAST_FREE	-1#define ALLOCATED	-2/* * Expands the heap * Return 0 on success, -1 on error */static int object_heap_expand( object_heap_p heap ){    int i;    void *new_heap_index;    int next_free;    int new_heap_size = heap->heap_size + heap->heap_increment;        new_heap_index = (void *) realloc( heap->heap_index, new_heap_size * heap->object_size );    if ( NULL == new_heap_index )    {        return -1; /* Out of memory */    }    heap->heap_index = new_heap_index;    next_free = heap->next_free;    for(i = new_heap_size; i-- > heap->heap_size; )    {        object_base_p obj = (object_base_p) (heap->heap_index + i * heap->object_size);        obj->id = i + heap->id_offset;        obj->next_free = next_free;        next_free = i;    }    heap->next_free = next_free;    heap->heap_size = new_heap_size;    return 0; /* Success */}/* * Return 0 on success, -1 on error */int object_heap_init( object_heap_p heap, int object_size, int id_offset){    heap->object_size = object_size;    heap->id_offset = id_offset & OBJECT_HEAP_OFFSET_MASK;    heap->heap_size = 0;    heap->heap_increment = 16;    heap->heap_index = NULL;    heap->next_free = LAST_FREE;    return object_heap_expand(heap);}/* * Allocates an object * Returns the object ID on success, returns -1 on error */int object_heap_allocate( object_heap_p heap ){    object_base_p obj;    if ( LAST_FREE == heap->next_free )    {        if( -1 == object_heap_expand( heap ) )        {            return -1; /* Out of memory */        }    }    ASSERT( heap->next_free >= 0 );        obj = (object_base_p) (heap->heap_index + heap->next_free * heap->object_size);    heap->next_free = obj->next_free;    obj->next_free = ALLOCATED;    return obj->id;}/* * Lookup an object by object ID * Returns a pointer to the object on success, returns NULL on error */object_base_p object_heap_lookup( object_heap_p heap, int id ){    object_base_p obj;    if ( (id < heap->id_offset) || (id > (heap->heap_size+heap->id_offset)) )    {        return NULL;    }    id &= OBJECT_HEAP_ID_MASK;    obj = (object_base_p) (heap->heap_index + id * heap->object_size);	/* Check if the object has in fact been allocated */	if ( obj->next_free != ALLOCATED )    {        return NULL;    }    return obj;}/* * Iterate over all objects in the heap. * Returns a pointer to the first object on the heap, returns NULL if heap is empty. */object_base_p object_heap_first( object_heap_p heap, object_heap_iterator *iter ){    *iter = -1;    return object_heap_next( heap, iter );}/* * Iterate over all objects in the heap. * Returns a pointer to the next object on the heap, returns NULL if heap is empty. */object_base_p object_heap_next( object_heap_p heap, object_heap_iterator *iter ){    object_base_p obj;    int i = *iter + 1;    while ( i < heap->heap_size)    {        obj = (object_base_p) (heap->heap_index + i * heap->object_size);        if (obj->next_free == ALLOCATED)        {            *iter = i;            return obj;        }        i++;    }    *iter = i;    return NULL;}/* * Frees an object */void object_heap_free( object_heap_p heap, object_base_p obj ){    /* Don't complain about NULL pointers */    if (NULL != obj)    {        /* Check if the object has in fact been allocated */        ASSERT( obj->next_free == ALLOCATED );            obj->next_free = heap->next_free;        heap->next_free = obj->id & OBJECT_HEAP_ID_MASK;    }}/* * Destroys a heap, the heap must be empty. */void object_heap_destroy( object_heap_p heap ){    object_base_p obj;    int i;    /* Check if heap is empty */    for (i = 0; i < heap->heap_size; i++)    {        /* Check if object is not still allocated */        obj = (object_base_p) (heap->heap_index + i * heap->object_size);        ASSERT( obj->next_free != ALLOCATED );    }    free(heap->heap_index);    heap->heap_size = 0;    heap->heap_index = NULL;    heap->next_free = LAST_FREE;}

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