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Searched refs:memory (Results 1 – 25 of 76) sorted by relevance

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/NW4C-2.0.3/sources/libraries/demo/
Ddemo_Memory.cpp44 AlignMemory_( void* memory, u8 align ) in AlignMemory_() argument
46 void* top = nw::ut::AddOffsetToPtr( memory, 1 ); in AlignMemory_()
51 size_t offset = nw::ut::GetOffsetFromPtr( memory, top ); in AlignMemory_()
62 void* memory = nw::demo::Alloc(size); in InitializeDemoAllocator() local
63 uptr address = reinterpret_cast<uptr>(memory); in InitializeDemoAllocator()
103 UnAlignMemory( void* memory ) in UnAlignMemory() argument
105 u8* head = reinterpret_cast<u8*>( nw::ut::AddOffsetToPtr( memory, -1 ) ); in UnAlignMemory()
109 return nw::ut::AddOffsetToPtr( memory, -offset ); in UnAlignMemory()
123 void* memory = s_MainMemoryHeap.Allocate( size + alignment ); in Alloc() local
125 return AlignMemory_( memory, alignment ); in Alloc()
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Ddemo_DisplayBufferSwapper.cpp37 void* memory = allocator->Alloc(sizeof(DisplayBufferSwapper)); in Create() local
39 new(memory) DisplayBufferSwapper(allocator, m_Description); in Create()
82 void* memory = allocator->Alloc(sizeof(GLuint) * m_Description.bufferCount); in DisplayBufferSwapper() local
83 m_DisplayBuffers = static_cast<GLuint*>(memory); in DisplayBufferSwapper()
/NW4C-2.0.3/include/nw/os/
Dos_Memory.h79 virtual void Free(void* memory) = 0;
97 u8* memory = static_cast<u8*>(this->Alloc(size, alignment)); variable
99 if (memory != NULL)
101 std::fill_n(NW_CHECKED_ARRAY_ITERATOR(memory, size), size, data);
103 return memory;
123 u8* memory = static_cast<u8*>(this->Alloc(sizeof(TObject) * count, alignment)); variable
125 if (memory != NULL)
127 std::fill_n(memory, count, data);
130 return static_cast<TObject*>(memory);
224 u8* memory = static_cast<u8*>(allocator->Alloc(memorySize)); in AllocateAndFill() local
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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
135 if (memory == NULL) in Initialize()
141 … m_BlendOperations = ut::MoveArray<anim::AnimBlendOp*>(memory, blendOpCount, &GetAllocator()); in Initialize()
153 void* memory = GetAllocator().Alloc(sizeof(int) * memberCount); in Initialize() local
154 if (memory == NULL) in Initialize()
160 m_TargetObjectIndicies = ut::MoveArray<int>(memory, memberCount, &GetAllocator()); in Initialize()
165 void* memory = GetAllocator().Alloc(sizeof(void*) * memberCount); in Initialize() local
166 if (memory == NULL) in Initialize()
172 m_TargetObjects = ut::MoveArray<void*>(memory, memberCount, &GetAllocator()); in Initialize()
177 void* memory = GetAllocator().Alloc(sizeof(void*) * memberCount); in Initialize() local
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Dgfx_LightSet.cpp36 void* memory = allocator->Alloc(sizeof(LightSet)); in Create() local
37 NW_NULL_ASSERT(memory); in Create()
38 LightSet* lightSet = new(memory) LightSet( in Create()
66 void* memory = allocator->Alloc(sizeof(LightSet)); in Create() local
67 NW_NULL_ASSERT(memory); in Create()
72 LightSet* lightSet = new(memory) LightSet( in Create()
Dgfx_SceneNode.cpp42 void* memory = allocator->Alloc(sizeof(SceneNode)); in Create() local
43 NW_NULL_ASSERT(memory); in Create()
45 SceneNode* node = new(memory) SceneNode( in Create()
69 void* memory = allocator->Alloc(sizeof(SceneNode)); in Create() local
70 NW_NULL_ASSERT(memory); in Create()
72 SceneNode* node = new(memory) SceneNode( in Create()
166 void* memory = allocator->Alloc( in CreateChildren() local
169 if (memory == NULL) in CreateChildren()
175 m_Children = SceneNodeChildren(NULL, memory, m_Description.maxChildren, allocator); in CreateChildren()
Dgfx_IRenderTarget.cpp40 void* memory = allocator->Alloc(sizeof(OnScreenBuffer), renderTargetAlignment); in Create() local
41 NW_NULL_ASSERT(memory); in Create()
43 renderTarget = new(memory) OnScreenBuffer(allocator, m_Description); in Create()
56 void* memory = allocator->Alloc(sizeof(OffScreenBuffer), renderTargetAlignment); in CreateOffScreenBuffer() local
57 NW_NULL_ASSERT(memory); in CreateOffScreenBuffer()
120 renderTarget = new(memory) OffScreenBuffer(allocator, description, texture); in CreateOffScreenBuffer()
Dgfx_ParticleModel.cpp144 void* memory = mainAllocator->Alloc(sizeof(ParticleModel)); in Create() local
145 if (memory == NULL) in Create()
150 ParticleModel* node = new(memory) ParticleModel( in Create()
271 void* memory = allocator->Alloc(sizeof(ParticleSet*) * m_MaximumParticleSet); in Initialize() local
272 if (!memory) in Initialize()
278 m_ParticleSets = ut::MoveArray<ParticleSet*>(memory, m_MaximumParticleSet, allocator); in Initialize()
288 void* memory = allocator->Alloc(sizeof(ParticleShape*) * m_MaximumParticleSet); in Initialize() local
289 if (!memory) in Initialize()
295 m_ParticleShapes = ut::MoveArray<ParticleShape*>(memory, m_MaximumParticleSet, allocator); in Initialize()
Dgfx_TransformNode.cpp64 void* memory = allocator->Alloc(sizeof(TransformNode)); in Create() local
65 NW_NULL_ASSERT(memory); in Create()
67 TransformNode* node = new(memory) TransformNode( in Create()
92 void* memory = allocator->Alloc(sizeof(TransformNode)); in Create() local
93 NW_NULL_ASSERT(memory); in Create()
95 TransformNode* node = new(memory) TransformNode( in Create()
Dgfx_ParticleContext.cpp57 void* memory = allocator->Alloc(sizeof(ParticleContext)); in Create() local
58 NW_NULL_ASSERT(memory); in Create()
60 ParticleContext* context = new(memory) ParticleContext( in Create()
Dgfx_UserRenderNode.cpp51 void* memory = allocator->Alloc(sizeof(UserRenderNode)); in Create() local
52 NW_NULL_ASSERT(memory); in Create()
54 UserRenderNode* node = new(memory) UserRenderNode( in Create()
Dgfx_Model.cpp50 void* memory = allocator->Alloc(sizeof(Model)); in Create() local
51 NW_NULL_ASSERT(memory); in Create()
53 Model* node = new(memory) Model( in Create()
317 void* memory = allocator->Alloc(sizeof(Material*) * materialCount); in CreateMaterials() local
319 if (memory == NULL) in CreateMaterials()
325 m_Materials.Reset(memory, materialCount, allocator); in CreateMaterials()
341 void* memory = allocator->Alloc(sizeof(Material*) * materialCount); in CreateMaterials() local
343 if (memory == NULL) in CreateMaterials()
349 m_Materials.Reset(memory, materialCount, allocator); in CreateMaterials()
418 void* memory = allocator->Alloc(sizeof(bool) * meshesCount); in CreateResMeshes() local
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Dgfx_AmbientLight.cpp47 void* memory = allocator->Alloc(sizeof(AmbientLight)); in Create() local
48 NW_NULL_ASSERT(memory); in Create()
49 AmbientLight* light = new(memory) AmbientLight( in Create()
103 void* memory = allocator->Alloc(sizeof(AmbientLight)); in Create() local
104 NW_NULL_ASSERT(memory); in Create()
106 AmbientLight* light = new(memory) AmbientLight( in Create()
Dgfx_HemiSphereLight.cpp49 void* memory = allocator->Alloc(sizeof(HemiSphereLight)); in Create() local
50 NW_NULL_ASSERT(memory); in Create()
51 HemiSphereLight* light = new(memory) HemiSphereLight( in Create()
105 void* memory = allocator->Alloc(sizeof(HemiSphereLight)); in Create() local
106 NW_NULL_ASSERT(memory); in Create()
108 HemiSphereLight* light = new(memory) HemiSphereLight( in Create()
Dgfx_StandardSkeleton.cpp45 void* memory = allocator->Alloc(sizeof(StandardSkeleton)); in Create() local
46 NW_NULL_ASSERT(memory); in Create()
58 StandardSkeleton* skeleton = new(memory) StandardSkeleton( in Create()
Dgfx_VertexLight.cpp50 void* memory = allocator->Alloc(sizeof(VertexLight)); in Create() local
51 NW_NULL_ASSERT(memory); in Create()
52 VertexLight* light = new(memory) VertexLight( in Create()
106 void* memory = allocator->Alloc(sizeof(VertexLight)); in Create() local
107 NW_NULL_ASSERT(memory); in Create()
109 VertexLight* light = new(memory) VertexLight( in Create()
Dgfx_SceneInitializer.cpp50 void* memory = allocator->Alloc(sizeof(SceneInitializer)); in Create() local
51 NW_NULL_ASSERT(memory); in Create()
56 SceneInitializer* initializer = new(memory) SceneInitializer(allocator, m_Description); in Create()
/NW4C-2.0.3/include/nw/demo/
Ddemo_Memory.h71 void* UnAlignMemory( void* memory );
88 void Free(void* memory);
154 void* memory = m_Heap.Allocate(size, alignment); in Alloc() local
157 if (memory != NULL) in Alloc()
159 void* unalignMemory = UnAlignMemory(memory); in Alloc()
171 return memory; in Alloc()
179 virtual void Free(void* memory) in Free() argument
182 void* unalignMemory = UnAlignMemory(memory); in Free()
193 m_Heap.Free(memory); in Free()
/NW4C-2.0.3/include/nw/ut/generated/
Dut_Signal.hi151 void* memory = allocator->Alloc(sizeof(SelfType));
152 if (memory)
155 return new(memory) SelfType(NULL, 0, allocator);
157 return new(memory) SelfType(allocator);
173 void* memory = allocator->Alloc(sizeof(SelfType));
174 if (memory)
180 return new(memory) SelfType(elements, maxSlots, allocator);
184 allocator->Free(memory);
189 return new(memory) SelfType(allocator);
201 void* memory = allocator->Alloc(sizeof(SelfType));
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/NW4C-2.0.3/include/nw/gfx/
Dgfx_AnimInterpolator.h242 void* memory = GetAllocator().Alloc(sizeof(float) * maxAnimObjects); in Initialize() local
243 if (memory == NULL) in Initialize()
249 m_Weights = ut::MoveArray<float>(memory, maxAnimObjects, &GetAllocator()); in Initialize()
257 void* memory = GetAllocator().Alloc(sizeof(float) * maxAnimObjects); in Initialize() local
258 if (memory == NULL) in Initialize()
264 m_NormalizedWeights = ut::MoveArray<float>(memory, maxAnimObjects, &GetAllocator()); in Initialize()
Dgfx_AnimBinding.h350 void* memory = GetAllocator().Alloc(sizeof(AnimGroup*) * maxAnimGroups); in Initialize() local
351 if (memory == NULL) in Initialize()
357 m_AnimGroups = AnimGroupArray(memory, maxAnimGroups, &GetAllocator()); in Initialize()
360 void* memory = GetAllocator().Alloc(sizeof(AnimObject*) * animObjectCount); in Initialize() local
361 if (memory == NULL) in Initialize()
367 m_AnimObjects = AnimObjectArray(memory, animObjectCount, &GetAllocator()); in Initialize()
Dgfx_IRenderTarget.h182 Builder& ColorArea(GraphicsMemoryArea memory) in ColorArea() argument
184 m_Description.colorArea = memory; in ColorArea()
191 Builder& DepthArea(GraphicsMemoryArea memory) in DepthArea() argument
193 m_Description.depthArea = memory; in DepthArea()
Dgfx_BaseAnimEvaluator.h338 void* memory = GetAllocator().Alloc(sizeof(int) * maxMembers); in Initialize() local
339 if (memory == NULL) in Initialize()
345 m_BindIndexTable = ut::MoveArray<int>(memory, maxMembers, &GetAllocator()); in Initialize()
349 void* memory = GetAllocator().Alloc(sizeof(int) * maxAnimMembers); in Initialize() local
350 if (memory == NULL) in Initialize()
356 m_ReverseBindIndexTable = ut::MoveArray<int>(memory, maxAnimMembers, &GetAllocator()); in Initialize()
/NW4C-2.0.3/sources/libraries/dev/
Ddev_Screenshot.cpp45 void* memory = allocator->Alloc(sizeof(Screenshot)); in Create() local
46 NW_NULL_ASSERT(memory); in Create()
48 return new(memory) Screenshot( in Create()
124 void* memory = allocator->Alloc(sizeof(Screenshot)); in Create() local
132 return new(memory) ScreenshotManager(allocator, screenshots); in Create()
/NW4C-2.0.3/include/nw/ut/
Dut_Signal.h90 void* memory = allocator->Alloc(sizeof(TSlot));
91 NW_NULL_ASSERT(memory);
93 return new(memory) TSlot(allocator, function);

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