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Searched defs:memory (Results 1 – 25 of 71) sorted by relevance

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/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_AnimGroup.cpp133 void* memory = GetAllocator().Alloc(sizeof(anim::AnimBlendOp*) * blendOpCount); in Initialize() local
153 void* memory = GetAllocator().Alloc(sizeof(int) * memberCount); in Initialize() local
165 void* memory = GetAllocator().Alloc(sizeof(void*) * memberCount); in Initialize() local
177 void* memory = GetAllocator().Alloc(sizeof(void*) * memberCount); in Initialize() local
190 void* memory = GetAllocator().Alloc(sizeof(void*) * memberCount); in Initialize() local
Dgfx_LightSet.cpp36 void* memory = allocator->Alloc(sizeof(LightSet)); in Create() local
66 void* memory = allocator->Alloc(sizeof(LightSet)); in Create() local
Dgfx_IRenderTarget.cpp40 void* memory = allocator->Alloc(sizeof(OnScreenBuffer), renderTargetAlignment); in Create() local
56 void* memory = allocator->Alloc(sizeof(OffScreenBuffer), renderTargetAlignment); in CreateOffScreenBuffer() local
Dgfx_SceneNode.cpp42 void* memory = allocator->Alloc(sizeof(SceneNode)); in Create() local
69 void* memory = allocator->Alloc(sizeof(SceneNode)); in Create() local
166 void* memory = allocator->Alloc( in CreateChildren() local
Dgfx_Model.cpp50 void* memory = allocator->Alloc(sizeof(Model)); in Create() local
317 void* memory = allocator->Alloc(sizeof(Material*) * materialCount); in CreateMaterials() local
341 void* memory = allocator->Alloc(sizeof(Material*) * materialCount); in CreateMaterials() local
418 void* memory = allocator->Alloc(sizeof(bool) * meshesCount); in CreateResMeshes() local
465 void* memory = allocator->Alloc(sizeof(bool) * visibilitiesConut); in CreateResMeshNodeVisibilities() local
Dgfx_ParticleModel.cpp144 void* memory = mainAllocator->Alloc(sizeof(ParticleModel)); in Create() local
271 void* memory = allocator->Alloc(sizeof(ParticleSet*) * m_MaximumParticleSet); in Initialize() local
288 void* memory = allocator->Alloc(sizeof(ParticleShape*) * m_MaximumParticleSet); in Initialize() local
Dgfx_TransformNode.cpp64 void* memory = allocator->Alloc(sizeof(TransformNode)); in Create() local
92 void* memory = allocator->Alloc(sizeof(TransformNode)); in Create() local
Dgfx_ShaderUniforms.cpp400 void* memory = allocator->Alloc(sizeof(ShaderUniformLocation)); in Create() local
Dgfx_ParticleContext.cpp57 void* memory = allocator->Alloc(sizeof(ParticleContext)); in Create() local
Dgfx_UserRenderNode.cpp51 void* memory = allocator->Alloc(sizeof(UserRenderNode)); in Create() local
Dgfx_FragmentLight.cpp49 void* memory = allocator->Alloc(sizeof(FragmentLight)); in Create() local
132 void* memory = allocator->Alloc(sizeof(FragmentLight)); in Create() local
168 void* memory = allocator->Alloc(sizeof(FragmentLight)); in CreateClone() local
Dgfx_AmbientLight.cpp47 void* memory = allocator->Alloc(sizeof(AmbientLight)); in Create() local
103 void* memory = allocator->Alloc(sizeof(AmbientLight)); in Create() local
Dgfx_HemiSphereLight.cpp49 void* memory = allocator->Alloc(sizeof(HemiSphereLight)); in Create() local
105 void* memory = allocator->Alloc(sizeof(HemiSphereLight)); in Create() local
Dgfx_StandardSkeleton.cpp45 void* memory = allocator->Alloc(sizeof(StandardSkeleton)); in Create() local
Dgfx_VertexLight.cpp50 void* memory = allocator->Alloc(sizeof(VertexLight)); in Create() local
106 void* memory = allocator->Alloc(sizeof(VertexLight)); in Create() local
/NW4C-2.0.3/sources/libraries/demo/
Ddemo_Memory.cpp44 AlignMemory_( void* memory, u8 align ) in AlignMemory_()
62 void* memory = nw::demo::Alloc(size); in InitializeDemoAllocator() local
103 UnAlignMemory( void* memory ) in UnAlignMemory()
123 void* memory = s_MainMemoryHeap.Allocate( size + alignment ); in Alloc() local
130 Free(void* memory) in Free()
Ddemo_DisplayBufferSwapper.cpp37 void* memory = allocator->Alloc(sizeof(DisplayBufferSwapper)); in Create() local
82 void* memory = allocator->Alloc(sizeof(GLuint) * m_Description.bufferCount); in DisplayBufferSwapper() local
Ddemo_CameraController.cpp44 void* memory = allocator->Alloc(sizeof(CameraController)); in Create() local
104 void* memory = m_Allocator->Alloc(sizeof(CameraEntry)); in Register() local
/NW4C-2.0.3/include/nw/os/
Dos_Memory.h97 u8* memory = static_cast<u8*>(this->Alloc(size, alignment)); variable
123 u8* memory = static_cast<u8*>(this->Alloc(sizeof(TObject) * count, alignment)); variable
224 u8* memory = static_cast<u8*>(allocator->Alloc(memorySize)); in AllocateAndFill() local
249 u8* memory = static_cast<u8*>(allocator->Alloc(size)); in AllocateAndFillN() local
321 TMemory*& memory, IAllocator* allocator in SafeFree()
381 IsDeviceMemory(const void* memory) in IsDeviceMemory()
/NW4C-2.0.3/include/nw/demo/
Ddemo_Memory.h154 void* memory = m_Heap.Allocate(size, alignment); in Alloc() local
179 virtual void Free(void* memory) in Free()
/NW4C-2.0.3/include/nw/gfx/
Dgfx_AnimInterpolator.h242 void* memory = GetAllocator().Alloc(sizeof(float) * maxAnimObjects); in Initialize() local
257 void* memory = GetAllocator().Alloc(sizeof(float) * maxAnimObjects); in Initialize() local
Dgfx_AnimBinding.h350 void* memory = GetAllocator().Alloc(sizeof(AnimGroup*) * maxAnimGroups); in Initialize() local
360 void* memory = GetAllocator().Alloc(sizeof(AnimObject*) * animObjectCount); in Initialize() local
/NW4C-2.0.3/sources/libraries/dev/
Ddev_Screenshot.cpp45 void* memory = allocator->Alloc(sizeof(Screenshot)); in Create() local
124 void* memory = allocator->Alloc(sizeof(Screenshot)); in Create() local
Ddev_ParticleProfile.cpp51 void* memory = allocator->Alloc(sizeof(ParticleProfileCenter)); in Initialize() local
Ddev_CallbackChain.cpp73 void* memory = reinterpret_cast<void*>(this); in Destroy() local

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