| /NW4C-1.2.23/sources/libraries/demo/ |
| D | demo_Memory.cpp | 42 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()
|
| D | demo_DisplayBufferSwapper.cpp | 35 void* memory = allocator->Alloc(sizeof(DisplayBufferSwapper)); in Create() local 80 void* memory = allocator->Alloc(sizeof(GLuint) * m_Description.bufferCount); in DisplayBufferSwapper() local
|
| D | demo_CameraController.cpp | 42 void* memory = allocator->Alloc(sizeof(CameraController)); in Create() local 102 void* memory = m_Allocator->Alloc(sizeof(CameraEntry)); in Register() local
|
| D | demo_CommandListSwapper.cpp | 35 void* memory = allocator->Alloc(sizeof(CommandListSwapper)); in Create() local 96 void* memory = static_cast<void*>(this); in Destroy() local
|
| D | demo_Particle.cpp | 47 void* memory = allocator->Alloc(sizeof(ParticleNode)); in Create() local 81 void* memory = mainAllocator->Alloc( sizeof(ParticleEffect) ); in Create() local
|
| /NW4C-1.2.23/include/nw/os/ |
| D | os_Memory.h | 72 u8* memory = static_cast<u8*>(this->Alloc(size, alignment)); variable 92 u8* memory = static_cast<u8*>(this->Alloc(sizeof(TObject) * size, alignment)); variable 184 u8* memory = static_cast<u8*>(allocator->Alloc(memorySize)); in AllocateAndFill() local 209 u8* memory = static_cast<u8*>(allocator->Alloc(size)); in AllocateAndFillN() local 281 TMemory*& memory, IAllocator* allocator in SafeFree() 341 IsDeviceMemory(const void* memory) in IsDeviceMemory()
|
| /NW4C-1.2.23/sources/libraries/gfx/ |
| D | gfx_LightSet.cpp | 34 void* memory = allocator->Alloc(sizeof(LightSet)); in Create() local 54 void* memory = allocator->Alloc(sizeof(LightSet)); in Create() local
|
| D | gfx_IRenderTarget.cpp | 38 void* memory = allocator->Alloc(sizeof(OnScreenBuffer), renderTargetAlignment); in Create() local 54 void* memory = allocator->Alloc(sizeof(OffScreenBuffer), renderTargetAlignment); in CreateOffScreenBuffer() local
|
| D | gfx_SceneNode.cpp | 40 void* memory = allocator->Alloc(sizeof(SceneNode)); in Create() local 67 void* memory = allocator->Alloc(sizeof(SceneNode)); in Create() local 149 void* memory = allocator->Alloc( in CreateChildren() local
|
| D | gfx_ParticleModel.cpp | 134 void* memory = mainAllocator->Alloc(sizeof(ParticleModel)); in Create() local 261 void* memory = allocator->Alloc(sizeof(ParticleSet*) * m_MaximumParticleSet); in Initialize() local 278 void* memory = allocator->Alloc(sizeof(ParticleShape*) * m_MaximumParticleSet); in Initialize() local
|
| D | gfx_Model.cpp | 49 void* memory = allocator->Alloc(sizeof(Model)); in Create() local 307 void* memory = allocator->Alloc(sizeof(Material*) * materialCount); in CreateMaterials() local 331 void* memory = allocator->Alloc(sizeof(Material*) * materialCount); in CreateMaterials() local 408 void* memory = allocator->Alloc(sizeof(bool) * meshesCount); in CreateResMeshes() local 455 void* memory = allocator->Alloc(sizeof(bool) * visibilitiesConut); in CreateResMeshNodeVisibilities() local
|
| D | gfx_TransformNode.cpp | 62 void* memory = allocator->Alloc(sizeof(TransformNode)); in Create() local 90 void* memory = allocator->Alloc(sizeof(TransformNode)); in Create() local
|
| D | gfx_ShaderUniforms.cpp | 400 void* memory = allocator->Alloc(sizeof(ShaderUniformLocation)); in Create() local
|
| D | gfx_ParticleContext.cpp | 44 void* memory = allocator->Alloc(sizeof(ParticleContext)); in Create() local
|
| D | gfx_AmbientLight.cpp | 42 void* memory = allocator->Alloc(sizeof(AmbientLight)); in Create() local 70 void* memory = allocator->Alloc(sizeof(AmbientLight)); in Create() local
|
| D | gfx_HemiSphereLight.cpp | 44 void* memory = allocator->Alloc(sizeof(HemiSphereLight)); in Create() local 72 void* memory = allocator->Alloc(sizeof(HemiSphereLight)); in Create() local
|
| D | gfx_VertexLight.cpp | 45 void* memory = allocator->Alloc(sizeof(VertexLight)); in Create() local 73 void* memory = allocator->Alloc(sizeof(VertexLight)); in Create() local
|
| D | gfx_FragmentLight.cpp | 44 void* memory = allocator->Alloc(sizeof(FragmentLight)); in Create() local 72 void* memory = allocator->Alloc(sizeof(FragmentLight)); in Create() local
|
| D | gfx_StandardSkeleton.cpp | 43 void* memory = allocator->Alloc(sizeof(StandardSkeleton)); in Create() local
|
| D | gfx_SceneInitializer.cpp | 49 void* memory = allocator->Alloc(sizeof(SceneInitializer)); in Create() local
|
| D | gfx_ParticleSceneUpdater.cpp | 45 void* memory = allocator->Alloc(sizeof(ParticleSceneUpdater)); in Create() local
|
| D | gfx_RelativeHashMaterialIdGenerator.cpp | 54 void* memory = allocator->Alloc(sizeof(RelativeHashMaterialIdGenerator)); in Create() local
|
| /NW4C-1.2.23/include/nw/demo/ |
| D | demo_Memory.h | 149 void* memory = m_Heap.Allocate(size, alignment); in Alloc() local 174 virtual void Free(void* memory) in Free()
|
| /NW4C-1.2.23/sources/libraries/dev/ |
| D | dev_Screenshot.cpp | 43 void* memory = allocator->Alloc(sizeof(Screenshot)); in Create() local 122 void* memory = allocator->Alloc(sizeof(Screenshot)); in Create() local
|
| D | dev_ParticleProfile.cpp | 49 void* memory = allocator->Alloc(sizeof(ParticleProfileCenter)); in Initialize() local
|