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Searched refs:Alloc (Results 1 – 25 of 145) sorted by relevance

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/NW4C-2.0.3/include/nw/os/
Dos_Memory.h76 virtual void* Alloc(size_t size, u8 alignment) = 0;
92 void* Alloc(size_t size) { return this->Alloc( size, DEFAULT_ALIGNMENT ); } in Alloc() function
97 u8* memory = static_cast<u8*>(this->Alloc(size, alignment));
110 TObject* Alloc(int count, u8 alignment = DEFAULT_ALIGNMENT)
113 return static_cast<TObject*>(this->Alloc(sizeof(TObject) * count, alignment));
123 u8* memory = static_cast<u8*>(this->Alloc(sizeof(TObject) * count, alignment));
140 TObject* objects = static_cast<TObject*>(this->Alloc(sizeof(TObject) * count, alignment));
160 TObject* objects = static_cast<TObject*>(this->Alloc(sizeof(TObject) * count, alignment));
224 u8* memory = static_cast<u8*>(allocator->Alloc(memorySize)); in AllocateAndFill()
249 u8* memory = static_cast<u8*>(allocator->Alloc(size)); in AllocateAndFillN()
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/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_LightSet.cpp36 void* memory = allocator->Alloc(sizeof(LightSet)); in Create()
45 void* memoryArray = allocator->Alloc(sizeof(VertexLight*) * m_Description.maxVertexLights); in Create()
66 void* memory = allocator->Alloc(sizeof(LightSet)); in Create()
79 void* memoryArray = allocator->Alloc(sizeof(VertexLight*) * description.maxVertexLights); in Create()
Dgfx_AnimGroup.cpp133 void* memory = GetAllocator().Alloc(sizeof(anim::AnimBlendOp*) * blendOpCount); in Initialize()
153 void* memory = GetAllocator().Alloc(sizeof(int) * memberCount); in Initialize()
165 void* memory = GetAllocator().Alloc(sizeof(void*) * memberCount); in Initialize()
177 void* memory = GetAllocator().Alloc(sizeof(void*) * memberCount); in Initialize()
190 void* memory = GetAllocator().Alloc(sizeof(void*) * memberCount); in Initialize()
Dgfx_SceneNode.cpp42 void* memory = allocator->Alloc(sizeof(SceneNode)); in Create()
69 void* memory = allocator->Alloc(sizeof(SceneNode)); in Create()
166 void* memory = allocator->Alloc( in CreateChildren()
Dgfx_IRenderTarget.cpp40 void* memory = allocator->Alloc(sizeof(OnScreenBuffer), renderTargetAlignment); in Create()
56 void* memory = allocator->Alloc(sizeof(OffScreenBuffer), renderTargetAlignment); in CreateOffScreenBuffer()
Dgfx_SceneEnvironmentSetting.cpp46 void* memory = allocator->Alloc(sizeof(SceneEnvironmentSetting)); in Create()
65 … void* lightSetsMemory = allocator->Alloc(sizeof(LightSetBinder) * resSetting.GetLightSetsCount()); in CreateEnvironmentArray()
84 void* camerasMemory = allocator->Alloc(sizeof(CameraBinder) * resSetting.GetCamerasCount()); in CreateEnvironmentArray()
91 void* fogsMemory = allocator->Alloc(sizeof(FogBinder) * resSetting.GetFogsCount()); in CreateEnvironmentArray()
Dgfx_PerspectiveProjectionUpdater.cpp35 void* updaterMemory = allocator->Alloc(sizeof(PerspectiveProjectionUpdater)); in Create()
63 void* updaterMemory = allocator->Alloc(sizeof(PerspectiveProjectionUpdater)); in Create()
Dgfx_AmbientLight.cpp47 void* memory = allocator->Alloc(sizeof(AmbientLight)); in Create()
103 void* memory = allocator->Alloc(sizeof(AmbientLight)); in Create()
196 void* buffer = allocator->Alloc(sizeof(ResAmbientLightData)); in CreateOriginalValue()
Dgfx_HemiSphereLight.cpp49 void* memory = allocator->Alloc(sizeof(HemiSphereLight)); in Create()
105 void* memory = allocator->Alloc(sizeof(HemiSphereLight)); in Create()
197 void* buffer = allocator->Alloc(sizeof(ResHemiSphereLightData)); in CreateOriginalValue()
Dgfx_LookAtTargetViewUpdater.cpp35 void* updaterMemory = allocator->Alloc(sizeof(LookAtTargetViewUpdater)); in Create()
60 void* updaterMemory = allocator->Alloc(sizeof(LookAtTargetViewUpdater)); in Create()
Dgfx_FrustumProjectionUpdater.cpp36 void* updaterMemory = allocator->Alloc(sizeof(FrustumProjectionUpdater)); in Create()
63 void* updaterMemory = allocator->Alloc(sizeof(FrustumProjectionUpdater)); in Create()
Dgfx_Model.cpp50 void* memory = allocator->Alloc(sizeof(Model)); in Create()
317 void* memory = allocator->Alloc(sizeof(Material*) * materialCount); in CreateMaterials()
341 void* memory = allocator->Alloc(sizeof(Material*) * materialCount); in CreateMaterials()
389 ResMeshData* buffer = allocator->Alloc<ResMeshData>(meshesCount); in CreateResMeshes()
418 void* memory = allocator->Alloc(sizeof(bool) * meshesCount); in CreateResMeshes()
449 …ResMeshNodeVisibilityData* buffer = allocator->Alloc<ResMeshNodeVisibilityData>(visibilitiesConut); in CreateResMeshNodeVisibilities()
465 void* memory = allocator->Alloc(sizeof(bool) * visibilitiesConut); in CreateResMeshNodeVisibilities()
Dgfx_VertexLight.cpp50 void* memory = allocator->Alloc(sizeof(VertexLight)); in Create()
106 void* memory = allocator->Alloc(sizeof(VertexLight)); in Create()
215 void* buffer = allocator->Alloc(sizeof(ResVertexLightData)); in CreateOriginalValue()
/NW4C-2.0.3/sources/libraries/snd/
Dsnd_SoundHeap.cpp108 void* SoundHeap::Alloc( size_t size ) in Alloc() function in nw::snd::SoundHeap
112 void* buffer = Alloc( in Alloc()
133 void* SoundHeap::Alloc( in Alloc() function in nw::snd::SoundHeap
141 return m_FrameHeap.Alloc( in Alloc()
Dsnd_ChannelManager.cpp79 Channel* ChannelManager::Alloc() in Alloc() function in nw::snd::internal::driver::ChannelManager
81 Channel* channel = m_Pool.Alloc(); in Alloc()
/NW4C-2.0.3/include/nw/demo/
Ddemo_Memory.h81 void* Alloc(size_t size, u8 alignment = 4);
150 virtual void* Alloc(size_t size, u8 alignment) in Alloc() function
174 using nw::os::IAllocator::Alloc;
353 virtual void* Alloc(size_t size, u8 alignment) in Alloc() function
/NW4C-2.0.3/sources/libraries/anim/res/
Danim_ResUtil.cpp40 allocator->Alloc(sizeof(nw::ut::Offset) * texturesCount); in CloneTextureAnimMember()
45 allocator->Alloc(sizeof(nw::gfx::ResReferenceTextureData) * texturesCount); in CloneTextureAnimMember()
70 void* animMemory = allocator->Alloc(sizeof(nw::anim::ResTextureAnimData)); in CloneTextureAnimMember()
122 void* animMemory = allocator->Alloc(sizeof(ResAnimData)); in CloneTextureAnim()
140 void* memberMemory = allocator->Alloc(size); in CloneTextureAnim()
/NW4C-2.0.3/include/nw/snd/
Dsnd_SoundHeap.h144 virtual void* Alloc( size_t size );
168 void* Alloc(
Dsnd_InstancePool.h110 T* Alloc() { return static_cast<T*>( AllocImpl() ); } in Alloc() function
187 T* Alloc() in Alloc() function
Dsnd_SoundMemoryAllocatable.h69 virtual void* Alloc( size_t size ) = 0;
/NW4C-2.0.3/include/nw/gfx/
Dgfx_AnimInterpolator.h109 void* buf = allocator->Alloc(sizeof(AnimInterpolator)); in Create()
242 void* memory = GetAllocator().Alloc(sizeof(float) * maxAnimObjects); in Initialize()
257 void* memory = GetAllocator().Alloc(sizeof(float) * maxAnimObjects); in Initialize()
Dgfx_SharedAnimCache.h72 void* memory = allocator->Alloc(sizeof(SharedAnimCache)); in Create()
127 m_CacheBuf = GetAllocator().Alloc(cacheBufferSize); in AllocBuffer()
Dgfx_AnimAdder.h89 void* buf = allocator->Alloc(sizeof(AnimAdder)); in Create()
190 void* memory = GetAllocator().Alloc(sizeof(float) * maxAnimObjects); in Initialize()
/NW4C-2.0.3/demos/ut/SharedPtr/sources/
Dmain.cpp84 AAA* objA = new(allocator.Alloc(sizeof(AAA))) AAA(); in nnMain()
85 BBB* objB = new(allocator.Alloc(sizeof(BBB))) BBB(); in nnMain()
/NW4C-2.0.3/sources/libraries/gfx/res/
Dgfx_ResTexture.cpp612 void* textureDataMemory = allocator->Alloc(sizeof(ResImageTextureData)); in Create()
637 void* imageDataMemory = allocator->Alloc(sizeof(ResPixelBasedImageData)); in Create()
681 void* bufferMemory = allocator->Alloc(byteCount, ALIGNMENT); in Create()
730 void* textureDataMemory = allocator->Alloc(sizeof(ResCubeTextureData)); in Create()
755 void* imageDataMemory = allocator->Alloc(sizeof(ResPixelBasedImageData) * MAX_CUBE_FACE); in Create()
796 bufferMemory = reinterpret_cast<uptr>(allocator->Alloc(totalByteCount, ALIGNMENT)); in Create()
853 void* textureDataMemory = allocator->Alloc(sizeof(ResShadowTextureData)); in Create()
878 void* imageDataMemory = allocator->Alloc(sizeof(ResPixelBasedImageData)); in Create()
906 void* bufferMemory = allocator->Alloc(byteCount, ALIGNMENT); in Create()

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