public D3D12MA_Allocation *Allocate(D3D12MA_Allocator *allocator, ulong size, int wasZeroInitialized) { using var mutexLock = new D3D12MA_MutexLock(ref m_Mutex); var allocation = m_Allocator.Alloc(); D3D12MA_Allocation._ctor(ref *allocation, allocator, size, wasZeroInitialized); return(allocation); }
public Item *PushBack() { Item *pNewItem = m_ItemAllocator.Alloc(); pNewItem->pNext = null; if (IsEmpty()) { pNewItem->pPrev = null; m_pFront = pNewItem; m_pBack = pNewItem; m_Count = 1; } else { pNewItem->pPrev = m_pBack; m_pBack->pNext = pNewItem; m_pBack = pNewItem; ++m_Count; } return(pNewItem); }