merge from gcc
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5 changed files with 36 additions and 35 deletions
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@ -1,7 +1,13 @@
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2013-03-17 Eli Zaretskii <eliz@gnu.org>
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2013-03-06 Tobias Burnus <burnus@net-b.de>
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* setenv.c [!HAVE_ENVIRON_DECL]: Avoid declaring environ if it is
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* libiberty.texi: Update comment, remove lowersections.
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a macro, as this causes compiler warnings with MinGW.
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* obstacks.texi: Regenerate.
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2013-03-05 Jakub Jelinek <jakub@redhat.com>
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PR middle-end/56526
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* simple-object-mach-o.c (simple_object_mach_o_segment): Initialize
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wrapper_sect_offset to avoid a warning.
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2013-03-01 Andreas Schwab <schwab@linux-m68k.org>
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2013-03-01 Andreas Schwab <schwab@linux-m68k.org>
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@ -241,13 +241,8 @@ central location from which to use, maintain, and distribute them.
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* Obstacks:: Stacks of arbitrary objects.
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* Obstacks:: Stacks of arbitrary objects.
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@end menu
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@end menu
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@c This is generated from the glibc manual using a make-obstacks-texi.sh
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@c This is generated from the glibc manual using contrib/make-obstacks-texi.pl
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@c script of Phil's. Hope it's accurate.
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@lowersections
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@lowersections
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@include obstacks.texi
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@include obstacks.texi
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@raisesections
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@raisesections
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@node Functions
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@node Functions
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@chapter Function, Variable, and Macro Listing.
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@chapter Function, Variable, and Macro Listing.
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@ -1,5 +1,5 @@
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@node Obstacks
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@node Obstacks
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@chapter Obstacks
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@subsection Obstacks
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@cindex obstacks
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@cindex obstacks
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An @dfn{obstack} is a pool of memory containing a stack of objects. You
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An @dfn{obstack} is a pool of memory containing a stack of objects. You
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@ -15,25 +15,25 @@ the objects are usually small. And the only space overhead per object is
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the padding needed to start each object on a suitable boundary.
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the padding needed to start each object on a suitable boundary.
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@menu
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@menu
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* Creating Obstacks:: How to declare an obstack in your program.
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* Creating Obstacks:: How to declare an obstack in your program.
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* Preparing for Obstacks:: Preparations needed before you can
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* Preparing for Obstacks:: Preparations needed before you can
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use obstacks.
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use obstacks.
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* Allocation in an Obstack:: Allocating objects in an obstack.
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* Allocation in an Obstack:: Allocating objects in an obstack.
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* Freeing Obstack Objects:: Freeing objects in an obstack.
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* Freeing Obstack Objects:: Freeing objects in an obstack.
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* Obstack Functions:: The obstack functions are both
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* Obstack Functions:: The obstack functions are both
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functions and macros.
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functions and macros.
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* Growing Objects:: Making an object bigger by stages.
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* Growing Objects:: Making an object bigger by stages.
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* Extra Fast Growing:: Extra-high-efficiency (though more
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* Extra Fast Growing:: Extra-high-efficiency (though more
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complicated) growing objects.
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complicated) growing objects.
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* Status of an Obstack:: Inquiries about the status of an obstack.
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* Status of an Obstack:: Inquiries about the status of an obstack.
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* Obstacks Data Alignment:: Controlling alignment of objects in obstacks.
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* Obstacks Data Alignment:: Controlling alignment of objects in obstacks.
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* Obstack Chunks:: How obstacks obtain and release chunks;
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* Obstack Chunks:: How obstacks obtain and release chunks;
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efficiency considerations.
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efficiency considerations.
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* Summary of Obstacks::
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* Summary of Obstacks::
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@end menu
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@end menu
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@node Creating Obstacks
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@node Creating Obstacks
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@section Creating Obstacks
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@subsubsection Creating Obstacks
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The utilities for manipulating obstacks are declared in the header
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The utilities for manipulating obstacks are declared in the header
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file @file{obstack.h}.
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file @file{obstack.h}.
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@ -74,7 +74,7 @@ directly or indirectly. You must also supply a function to free a chunk.
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These matters are described in the following section.
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These matters are described in the following section.
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@node Preparing for Obstacks
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@node Preparing for Obstacks
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@section Preparing for Using Obstacks
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@subsubsection Preparing for Using Obstacks
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Each source file in which you plan to use the obstack functions
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Each source file in which you plan to use the obstack functions
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must include the header file @file{obstack.h}, like this:
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must include the header file @file{obstack.h}, like this:
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@ -160,7 +160,7 @@ obstack_alloc_failed_handler = &my_obstack_alloc_failed;
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@end defvar
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@end defvar
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@node Allocation in an Obstack
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@node Allocation in an Obstack
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@section Allocation in an Obstack
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@subsubsection Allocation in an Obstack
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@cindex allocation (obstacks)
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@cindex allocation (obstacks)
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The most direct way to allocate an object in an obstack is with
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The most direct way to allocate an object in an obstack is with
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@ -233,7 +233,7 @@ Contrast this with the previous example of @code{savestring} using
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@code{malloc} (@pxref{Basic Allocation, , , libc, The GNU C Library Reference Manual}).
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@code{malloc} (@pxref{Basic Allocation, , , libc, The GNU C Library Reference Manual}).
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@node Freeing Obstack Objects
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@node Freeing Obstack Objects
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@section Freeing Objects in an Obstack
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@subsubsection Freeing Objects in an Obstack
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@cindex freeing (obstacks)
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@cindex freeing (obstacks)
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To free an object allocated in an obstack, use the function
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To free an object allocated in an obstack, use the function
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@ -265,7 +265,7 @@ frees the chunk (@pxref{Preparing for Obstacks}). Then other
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obstacks, or non-obstack allocation, can reuse the space of the chunk.
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obstacks, or non-obstack allocation, can reuse the space of the chunk.
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@node Obstack Functions
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@node Obstack Functions
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@section Obstack Functions and Macros
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@subsubsection Obstack Functions and Macros
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@cindex macros
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@cindex macros
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The interfaces for using obstacks may be defined either as functions or
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The interfaces for using obstacks may be defined either as functions or
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@ -321,7 +321,7 @@ various language extensions in GNU C permit defining the macros so as to
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compute each argument only once.
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compute each argument only once.
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@node Growing Objects
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@node Growing Objects
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@section Growing Objects
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@subsubsection Growing Objects
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@cindex growing objects (in obstacks)
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@cindex growing objects (in obstacks)
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@cindex changing the size of a block (obstacks)
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@cindex changing the size of a block (obstacks)
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@ -435,7 +435,7 @@ the current object smaller. Just don't try to shrink it beyond zero
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length---there's no telling what will happen if you do that.
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length---there's no telling what will happen if you do that.
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@node Extra Fast Growing
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@node Extra Fast Growing
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@section Extra Fast Growing Objects
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@subsubsection Extra Fast Growing Objects
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@cindex efficiency and obstacks
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@cindex efficiency and obstacks
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The usual functions for growing objects incur overhead for checking
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The usual functions for growing objects incur overhead for checking
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@ -538,7 +538,7 @@ add_string (struct obstack *obstack, const char *ptr, int len)
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@end smallexample
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@end smallexample
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@node Status of an Obstack
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@node Status of an Obstack
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@section Status of an Obstack
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@subsubsection Status of an Obstack
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@cindex obstack status
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@cindex obstack status
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@cindex status of obstack
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@cindex status of obstack
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@ -580,12 +580,13 @@ obstack_next_free (@var{obstack-ptr}) - obstack_base (@var{obstack-ptr})
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@end deftypefun
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@end deftypefun
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@node Obstacks Data Alignment
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@node Obstacks Data Alignment
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@section Alignment of Data in Obstacks
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@subsubsection Alignment of Data in Obstacks
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@cindex alignment (in obstacks)
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@cindex alignment (in obstacks)
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Each obstack has an @dfn{alignment boundary}; each object allocated in
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Each obstack has an @dfn{alignment boundary}; each object allocated in
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the obstack automatically starts on an address that is a multiple of the
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the obstack automatically starts on an address that is a multiple of the
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specified boundary. By default, this boundary is 4 bytes.
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specified boundary. By default, this boundary is aligned so that
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the object can hold any type of data.
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To access an obstack's alignment boundary, use the macro
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To access an obstack's alignment boundary, use the macro
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@code{obstack_alignment_mask}, whose function prototype looks like
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@code{obstack_alignment_mask}, whose function prototype looks like
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The value is a bit mask; a bit that is 1 indicates that the corresponding
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The value is a bit mask; a bit that is 1 indicates that the corresponding
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bit in the address of an object should be 0. The mask value should be one
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bit in the address of an object should be 0. The mask value should be one
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less than a power of 2; the effect is that all object addresses are
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less than a power of 2; the effect is that all object addresses are
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multiples of that power of 2. The default value of the mask is 3, so that
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multiples of that power of 2. The default value of the mask is a value
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that allows aligned objects to hold any type of data: for example, if
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its value is 3, any type of data can be stored at locations whose
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addresses are multiples of 4. A mask value of 0 means an object can start
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addresses are multiples of 4. A mask value of 0 means an object can start
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on any multiple of 1 (that is, no alignment is required).
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on any multiple of 1 (that is, no alignment is required).
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the next object.
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the next object.
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@node Obstack Chunks
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@node Obstack Chunks
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@section Obstack Chunks
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@subsubsection Obstack Chunks
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@cindex efficiency of chunks
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@cindex efficiency of chunks
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@cindex chunks
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@cindex chunks
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@end smallexample
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@end smallexample
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@node Summary of Obstacks
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@node Summary of Obstacks
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@section Summary of Obstack Functions
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@subsubsection Summary of Obstack Functions
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Here is a summary of all the functions associated with obstacks. Each
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Here is a summary of all the functions associated with obstacks. Each
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takes the address of an obstack (@code{struct obstack *}) as its first
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takes the address of an obstack (@code{struct obstack *}) as its first
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#define __environ environ
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#define __environ environ
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#ifndef HAVE_ENVIRON_DECL
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#ifndef HAVE_ENVIRON_DECL
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/* MinGW defines environ to call a function. */
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#ifndef environ
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extern char **environ;
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extern char **environ;
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#endif
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#endif
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#endif
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#undef setenv
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#undef setenv
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#undef unsetenv
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#undef unsetenv
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size_t index_size;
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size_t index_size;
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unsigned int n_wrapped_sects;
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unsigned int n_wrapped_sects;
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size_t wrapper_sect_size;
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size_t wrapper_sect_size;
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off_t wrapper_sect_offset;
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off_t wrapper_sect_offset = 0;
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fetch_32 = (omr->is_big_endian
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fetch_32 = (omr->is_big_endian
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? simple_object_fetch_big_32
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? simple_object_fetch_big_32
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