Searched refs:poolSize (Results 1 – 4 of 4) sorted by relevance
113 size_t poolSize = MINIMUM_BUMP_POOL_SIZE; variable114 while (poolSize < minimumCapacity) {115 poolSize <<= 1;118 if (!poolSize)122 PageAllocation allocation = PageAllocation::allocate(poolSize);
282 static BOOL CreatePool(uint32 whichPool, uint32 poolSize) in CreatePool() argument307 pMemory = malloc(poolSize * (1 << whichPool) + PARTITION_CONTROL_BLOCK_SIZE); in CreatePool()320 … retval = pt_create(name, pMemory, 0, poolSize * (1 << whichPool) + PARTITION_CONTROL_BLOCK_SIZE, in CreatePool()331 memoryPool[whichPool].poolInfo[currentNumberOfPools].size = poolSize; in CreatePool()339 static BOOL AddPool(uint32 whichPool, uint32 poolSize) in AddPool() argument344 return CreatePool(whichPool, poolSize); in AddPool()
329 int32_t poolSize = stringPool->size(); in build() local331 for (i=0; i<poolSize; i++) { in build()
207 public int poolSize; in GameObjectFactory() field in GameObjectFactory.ComponentClass210 poolSize = size; in GameObjectFactory()261 mComponentPools.add(new GameComponentPool(component.type, component.poolSize)); in GameObjectFactory()