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Deki 0.19.0
Modular C++ 2D engine for embedded displays and desktop
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Who asked for an allocation, filled in by the compiler. More...
#include <deki/providers/Memory.h>
Public Member Functions | |
| AllocContext (std::source_location loc=std::source_location::current()) | |
| const char * | File () const |
| const char * | Name () const |
| uint32_t | Line () const |
Public Attributes | |
| const char * | file |
| FILE of the call site | |
| const char * | function |
| enclosing function, with its signature on GCC | |
| uint32_t | line |
Who asked for an allocation, filled in by the compiler.
Nobody writes one. Every allocating call takes an AllocContext whose default argument captures the call site, so an allocation is identified by where it was written:
Deki::Memory::Allocate(n, Deki::Memory::Internal); // -> 'void ParticlePool::SetCapacity(size_t)' at ParticlePool.h:47
Nothing is copied or allocated: every member points at a string literal with static storage, so the debug leak table can keep the pointer.
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| const char* Deki::AllocContext::file |
FILE of the call site
| const char* Deki::AllocContext::function |
enclosing function, with its signature on GCC
| uint32_t Deki::AllocContext::line |