utstate.c revision 199767f8919635c4928607450d9e0abb932109ce
/*******************************************************************************
*
* Module Name: utstate - state object support procedures
*
******************************************************************************/
/*
* Copyright (C) 2000 - 2015, Intel Corp.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions, and the following disclaimer,
* without modification.
* 2. Redistributions in binary form must reproduce at minimum a disclaimer
* substantially similar to the "NO WARRANTY" disclaimer below
* ("Disclaimer") and any redistribution must be conditioned upon
* including a substantially similar Disclaimer requirement for further
* binary redistribution.
* 3. Neither the names of the above-listed copyright holders nor the names
* of any contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* Alternatively, this software may be distributed under the terms of the
* GNU General Public License ("GPL") version 2 as published by the Free
* Software Foundation.
*
* NO WARRANTY
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTIBILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* HOLDERS OR CONTRIBUTORS BE LIABLE FOR SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
* STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING
* IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGES.
*/
#define _COMPONENT ACPI_UTILITIES
ACPI_MODULE_NAME ("utstate")
/*******************************************************************************
*
* FUNCTION: AcpiUtPushGenericState
*
* PARAMETERS: ListHead - Head of the state stack
* State - State object to push
*
* RETURN: None
*
* DESCRIPTION: Push a state object onto a state stack
*
******************************************************************************/
void
{
/* Push the state object onto the front of the list (stack) */
return;
}
/*******************************************************************************
*
* FUNCTION: AcpiUtPopGenericState
*
* PARAMETERS: ListHead - Head of the state stack
*
* RETURN: The popped state object
*
* DESCRIPTION: Pop a state object from a state stack
*
******************************************************************************/
{
/* Remove the state object at the head of the list (stack) */
if (State)
{
/* Update the list head */
}
return (State);
}
/*******************************************************************************
*
* FUNCTION: AcpiUtCreateGenericState
*
* PARAMETERS: None
*
* RETURN: The new state object. NULL on failure.
*
* DESCRIPTION: Create a generic state object. Attempt to obtain one from
* the global state cache; If none available, create a new one.
*
******************************************************************************/
void)
{
if (State)
{
/* Initialize */
}
return (State);
}
/*******************************************************************************
*
* FUNCTION: AcpiUtCreateThreadState
*
* PARAMETERS: None
*
* RETURN: New Thread State. NULL on failure
*
* DESCRIPTION: Create a "Thread State" - a flavor of the generic state used
* to track per-thread info during method execution
*
******************************************************************************/
void)
{
/* Create the generic state object */
if (!State)
{
return (NULL);
}
/* Init fields specific to the update struct */
/* Check for invalid thread ID - zero is very bad, it will break things */
{
}
return ((ACPI_THREAD_STATE *) State);
}
/*******************************************************************************
*
* FUNCTION: AcpiUtCreateUpdateState
*
* PARAMETERS: Object - Initial Object to be installed in the state
* Action - Update action to be performed
*
* RETURN: New state object, null on failure
*
* DESCRIPTION: Create an "Update State" - a flavor of the generic state used
* to update reference counts and delete complex objects such
* as packages.
*
******************************************************************************/
{
/* Create the generic state object */
if (!State)
{
return (NULL);
}
/* Init fields specific to the update struct */
return (State);
}
/*******************************************************************************
*
* FUNCTION: AcpiUtCreatePkgState
*
* PARAMETERS: Object - Initial Object to be installed in the state
* Action - Update action to be performed
*
* RETURN: New state object, null on failure
*
* DESCRIPTION: Create a "Package State"
*
******************************************************************************/
void *InternalObject,
void *ExternalObject,
{
/* Create the generic state object */
if (!State)
{
return (NULL);
}
/* Init fields specific to the update struct */
return (State);
}
/*******************************************************************************
*
* FUNCTION: AcpiUtCreateControlState
*
* PARAMETERS: None
*
* RETURN: New state object, null on failure
*
* DESCRIPTION: Create a "Control State" - a flavor of the generic state used
*
******************************************************************************/
void)
{
/* Create the generic state object */
if (!State)
{
return (NULL);
}
/* Init fields specific to the control struct */
return (State);
}
/*******************************************************************************
*
* FUNCTION: AcpiUtDeleteGenericState
*
* PARAMETERS: State - The state object to be deleted
*
* RETURN: None
*
* DESCRIPTION: Release a state object to the state cache. NULL state objects
* are ignored.
*
******************************************************************************/
void
{
/* Ignore null state */
if (State)
{
}
return;
}