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o3de/Code/Tools/SceneAPI/SceneData/SceneDataStandaloneAllocato...

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C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <AzCore/Memory/SystemAllocator.h>
#include <SceneAPI/SceneData/SceneDataStandaloneAllocator.h>
namespace AZ
{
namespace SceneAPI
{
bool SceneDataStandaloneAllocator::m_allocatorInitialized = false;
void SceneDataStandaloneAllocator::Initialize(AZ::EnvironmentInstance environment)
{
AZ::Environment::Attach(environment);
if (!AZ::AllocatorInstance<AZ::SystemAllocator>().IsReady())
{
AZ::AllocatorInstance<AZ::SystemAllocator>().Create();
m_allocatorInitialized = true;
}
}
void SceneDataStandaloneAllocator::TearDown()
{
if (m_allocatorInitialized)
{
AZ::AllocatorInstance<AZ::SystemAllocator>().Destroy();
}
AZ::Environment::Detach();
}
}
}