Searched refs:heapAllocated (Results 1 – 5 of 5) sorted by relevance
36 UBool mallocedFlag = dest->heapAllocated; in UDatamemory_assign()38 dest->heapAllocated = mallocedFlag; in UDatamemory_assign()52 This->heapAllocated = TRUE; in UDataMemory_createNewInstance()95 if(pData->heapAllocated ) { in udata_close()
34 UBool heapAllocated; /* True if this UDataMemory Object is on the */ member
43 void* heapAllocated);277 void* heapAllocated) in ShadowMapRadialShaderContext() argument280 , fHeapAllocated(heapAllocated) { in ShadowMapRadialShaderContext()388 void* heapAllocated = sk_malloc_throw(heapRequired); in onCreateContext() local390 void* occluderContextStorage = heapAllocated; in onCreateContext()396 sk_free(heapAllocated); in onCreateContext()400 return new (storage) ShadowMapRadialShaderContext(*this, rec, occluderContext, heapAllocated); in onCreateContext()
49 void* heapAllocated);671 void* heapAllocated) in ShadowShaderContext() argument675 , fHeapAllocated(heapAllocated) { in ShadowShaderContext()902 void* heapAllocated = sk_malloc_throw(heapRequired); in onCreateContext() local904 void* povDepthContextStorage = heapAllocated; in onCreateContext()910 sk_free(heapAllocated); in onCreateContext()914 void* diffuseContextStorage = (char*)heapAllocated + fPovDepthShader->contextSize(rec); in onCreateContext()918 sk_free(heapAllocated); in onCreateContext()923 heapAllocated); in onCreateContext()
65 void* heapAllocated);299 void* heapAllocated) in LightingShaderContext() argument