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Searched defs:memory (Results 1 – 25 of 63) sorted by relevance

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/NW4C-1.3.3/sources/libraries/demo/
Ddemo_Memory.cpp42 AlignMemory_( void* memory, u8 align ) in AlignMemory_()
60 void* memory = nw::demo::Alloc(size); in InitializeDemoAllocator() local
101 UnAlignMemory( void* memory ) in UnAlignMemory()
121 void* memory = s_MainMemoryHeap.Allocate( size + alignment ); in Alloc() local
128 Free(void* memory) in Free()
Ddemo_DisplayBufferSwapper.cpp35 void* memory = allocator->Alloc(sizeof(DisplayBufferSwapper)); in Create() local
80 void* memory = allocator->Alloc(sizeof(GLuint) * m_Description.bufferCount); in DisplayBufferSwapper() local
Ddemo_CameraController.cpp42 void* memory = allocator->Alloc(sizeof(CameraController)); in Create() local
102 void* memory = m_Allocator->Alloc(sizeof(CameraEntry)); in Register() local
Ddemo_CommandListSwapper.cpp35 void* memory = allocator->Alloc(sizeof(CommandListSwapper)); in Create() local
96 void* memory = static_cast<void*>(this); in Destroy() local
/NW4C-1.3.3/include/nw/os/
Dos_Memory.h95 u8* memory = static_cast<u8*>(this->Alloc(size, alignment)); variable
121 u8* memory = static_cast<u8*>(this->Alloc(sizeof(TObject) * count, alignment)); variable
222 u8* memory = static_cast<u8*>(allocator->Alloc(memorySize)); in AllocateAndFill() local
247 u8* memory = static_cast<u8*>(allocator->Alloc(size)); in AllocateAndFillN() local
319 TMemory*& memory, IAllocator* allocator in SafeFree()
379 IsDeviceMemory(const void* memory) in IsDeviceMemory()
/NW4C-1.3.3/sources/libraries/gfx/
Dgfx_LightSet.cpp34 void* memory = allocator->Alloc(sizeof(LightSet)); in Create() local
64 void* memory = allocator->Alloc(sizeof(LightSet)); in Create() local
Dgfx_IRenderTarget.cpp38 void* memory = allocator->Alloc(sizeof(OnScreenBuffer), renderTargetAlignment); in Create() local
54 void* memory = allocator->Alloc(sizeof(OffScreenBuffer), renderTargetAlignment); in CreateOffScreenBuffer() local
Dgfx_SceneNode.cpp40 void* memory = allocator->Alloc(sizeof(SceneNode)); in Create() local
67 void* memory = allocator->Alloc(sizeof(SceneNode)); in Create() local
164 void* memory = allocator->Alloc( in CreateChildren() local
Dgfx_ParticleModel.cpp135 void* memory = mainAllocator->Alloc(sizeof(ParticleModel)); in Create() local
262 void* memory = allocator->Alloc(sizeof(ParticleSet*) * m_MaximumParticleSet); in Initialize() local
279 void* memory = allocator->Alloc(sizeof(ParticleShape*) * m_MaximumParticleSet); in Initialize() local
Dgfx_Model.cpp48 void* memory = allocator->Alloc(sizeof(Model)); in Create() local
315 void* memory = allocator->Alloc(sizeof(Material*) * materialCount); in CreateMaterials() local
339 void* memory = allocator->Alloc(sizeof(Material*) * materialCount); in CreateMaterials() local
416 void* memory = allocator->Alloc(sizeof(bool) * meshesCount); in CreateResMeshes() local
463 void* memory = allocator->Alloc(sizeof(bool) * visibilitiesConut); in CreateResMeshNodeVisibilities() local
Dgfx_TransformNode.cpp62 void* memory = allocator->Alloc(sizeof(TransformNode)); in Create() local
90 void* memory = allocator->Alloc(sizeof(TransformNode)); in Create() local
Dgfx_ShaderUniforms.cpp398 void* memory = allocator->Alloc(sizeof(ShaderUniformLocation)); in Create() local
Dgfx_ParticleContext.cpp50 void* memory = allocator->Alloc(sizeof(ParticleContext)); in Create() local
Dgfx_AmbientLight.cpp45 void* memory = allocator->Alloc(sizeof(AmbientLight)); in Create() local
101 void* memory = allocator->Alloc(sizeof(AmbientLight)); in Create() local
Dgfx_HemiSphereLight.cpp47 void* memory = allocator->Alloc(sizeof(HemiSphereLight)); in Create() local
103 void* memory = allocator->Alloc(sizeof(HemiSphereLight)); in Create() local
Dgfx_StandardSkeleton.cpp43 void* memory = allocator->Alloc(sizeof(StandardSkeleton)); in Create() local
Dgfx_VertexLight.cpp48 void* memory = allocator->Alloc(sizeof(VertexLight)); in Create() local
104 void* memory = allocator->Alloc(sizeof(VertexLight)); in Create() local
Dgfx_SceneInitializer.cpp48 void* memory = allocator->Alloc(sizeof(SceneInitializer)); in Create() local
Dgfx_FragmentLight.cpp47 void* memory = allocator->Alloc(sizeof(FragmentLight)); in Create() local
106 void* memory = allocator->Alloc(sizeof(FragmentLight)); in Create() local
Dgfx_ParticleSceneUpdater.cpp45 void* memory = allocator->Alloc(sizeof(ParticleSceneUpdater)); in Create() local
Dgfx_SceneContext.cpp66 void* memory = allocator->Alloc(sizeof(SceneContext)); in Create() local
/NW4C-1.3.3/include/nw/demo/
Ddemo_Memory.h149 void* memory = m_Heap.Allocate(size, alignment); in Alloc() local
174 virtual void Free(void* memory) in Free()
/NW4C-1.3.3/sources/libraries/dev/
Ddev_Screenshot.cpp43 void* memory = allocator->Alloc(sizeof(Screenshot)); in Create() local
122 void* memory = allocator->Alloc(sizeof(Screenshot)); in Create() local
Ddev_ParticleProfile.cpp49 void* memory = allocator->Alloc(sizeof(ParticleProfileCenter)); in Initialize() local
Ddev_CallbackChain.cpp71 void* memory = reinterpret_cast<void*>(this); in Destroy() local

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