Browse Source

Some code style refactoring #17

Panagiotis Christopoulos Charitos 3 years ago
parent
commit
fd556a3037
83 changed files with 332 additions and 357 deletions
  1. 0 1
      AnKi/Core/CoreTracer.h
  2. 1 1
      AnKi/Core/MaliHwCounters.h
  3. 0 1
      AnKi/Core/NativeWindow.h
  4. 0 1
      AnKi/Gr/Gl/CommandBufferImpl.h
  5. 10 10
      AnKi/Importer/GltfImporterMesh.cpp
  6. 4 4
      AnKi/Math/Functions.cpp
  7. 2 2
      AnKi/Math/Transform.h
  8. 1 1
      AnKi/Renderer/Common.h
  9. 1 1
      AnKi/Renderer/ConfigVars.defs.h
  10. 1 1
      AnKi/Renderer/Dbg.cpp
  11. 8 8
      AnKi/Renderer/Drawer.cpp
  12. 1 1
      AnKi/Renderer/Drawer.h
  13. 10 11
      AnKi/Renderer/ForwardShading.cpp
  14. 2 2
      AnKi/Renderer/GBuffer.cpp
  15. 4 4
      AnKi/Renderer/IndirectDiffuseProbes.cpp
  16. 4 4
      AnKi/Renderer/ProbeReflections.cpp
  17. 2 2
      AnKi/Renderer/RenderQueue.h
  18. 17 17
      AnKi/Renderer/ShadowMapping.cpp
  19. 1 1
      AnKi/Renderer/TileAllocator.cpp
  20. 1 1
      AnKi/Renderer/TraditionalDeferredShading.cpp
  21. 1 1
      AnKi/Resource/CpuMeshResource.cpp
  22. 4 4
      AnKi/Resource/ImageResource.cpp
  23. 1 1
      AnKi/Resource/ImageResource.h
  24. 9 9
      AnKi/Resource/MaterialResource.cpp
  25. 2 2
      AnKi/Resource/MaterialResource.h
  26. 9 9
      AnKi/Resource/MeshBinary.h
  27. 9 9
      AnKi/Resource/MeshBinary.xml
  28. 12 12
      AnKi/Resource/MeshBinaryLoader.cpp
  29. 3 3
      AnKi/Resource/MeshBinaryLoader.h
  30. 9 9
      AnKi/Resource/MeshResource.cpp
  31. 1 1
      AnKi/Resource/MeshResource.h
  32. 4 4
      AnKi/Resource/ModelResource.cpp
  33. 3 3
      AnKi/Resource/ModelResource.h
  34. 17 17
      AnKi/Resource/RenderingKey.h
  35. 6 6
      AnKi/Resource/ShaderProgramResource.h
  36. 0 1
      AnKi/Scene/Common.h
  37. 2 2
      AnKi/Scene/Components/FrustumComponent.h
  38. 1 1
      AnKi/Scene/Components/GpuParticleEmitterComponent.cpp
  39. 2 2
      AnKi/Scene/Components/LightComponent.cpp
  40. 1 1
      AnKi/Scene/Components/ParticleEmitterComponent.cpp
  41. 4 5
      AnKi/Scene/Components/RenderComponent.cpp
  42. 1 1
      AnKi/Scene/Components/RenderComponent.h
  43. 2 2
      AnKi/Scene/Components/SkyboxComponent.cpp
  44. 4 4
      AnKi/Scene/Components/SkyboxComponent.h
  45. 1 1
      AnKi/Scene/ConfigVars.defs.h
  46. 9 9
      AnKi/Scene/ModelNode.cpp
  47. 2 2
      AnKi/Scene/Visibility.cpp
  48. 4 4
      AnKi/Script/LuaBinder.h
  49. 1 1
      AnKi/ShaderCompiler/Common.h
  50. 7 7
      AnKi/ShaderCompiler/ShaderProgramBinary.h
  51. 7 7
      AnKi/ShaderCompiler/ShaderProgramBinary.xml
  52. 2 2
      AnKi/ShaderCompiler/ShaderProgramCompiler.cpp
  53. 7 7
      AnKi/ShaderCompiler/ShaderProgramParser.cpp
  54. 8 9
      AnKi/Shaders/ForwardShadingCommon.glsl
  55. 3 3
      AnKi/Shaders/ForwardShadingFog.ankiprog
  56. 5 5
      AnKi/Shaders/ForwardShadingGenericTransparent.ankiprog
  57. 4 4
      AnKi/Shaders/ForwardShadingParticles.ankiprog
  58. 1 1
      AnKi/Shaders/GBufferCommon.glsl
  59. 7 7
      AnKi/Shaders/GBufferGeneric.ankiprog
  60. 4 4
      AnKi/Shaders/GBufferGpuParticles.ankiprog
  61. 3 3
      AnKi/Shaders/Include/ClusteredShadingTypes.h
  62. 2 2
      AnKi/Shaders/Include/Common.h
  63. 16 16
      AnKi/Shaders/Include/MaterialTypes.h
  64. 16 16
      AnKi/Shaders/Include/ModelTypes.h
  65. 1 1
      AnKi/Shaders/LightFunctions.glsl
  66. 3 3
      AnKi/Ui/Canvas.cpp
  67. 4 4
      AnKi/Ui/Canvas.h
  68. 0 1
      AnKi/Ui/Common.h
  69. 1 1
      AnKi/Util.h
  70. 4 4
      AnKi/Util/Allocator.h
  71. 2 2
      AnKi/Util/BitSet.h
  72. 1 1
      AnKi/Util/CMakeLists.txt
  73. 1 1
      AnKi/Util/DynamicArray.h
  74. 1 1
      AnKi/Util/Function.h
  75. 1 1
      AnKi/Util/HashMap.h
  76. 1 1
      AnKi/Util/List.h
  77. 1 2
      AnKi/Util/MemoryPool.cpp
  78. 21 21
      AnKi/Util/MemoryPool.h
  79. 1 1
      AnKi/Util/Ptr.h
  80. 1 1
      AnKi/Util/StdTypes.h
  81. 1 1
      AnKi/Util/ThreadHive.h
  82. 0 16
      Tests/Util/Allocator.cpp
  83. 1 1
      Tests/Util/Memory.cpp

+ 0 - 1
AnKi/Core/CoreTracer.h

@@ -7,7 +7,6 @@
 
 #include <AnKi/Core/Common.h>
 #include <AnKi/Util/Thread.h>
-#include <AnKi/Util/Allocator.h>
 #include <AnKi/Util/List.h>
 #include <AnKi/Util/File.h>
 

+ 1 - 1
AnKi/Core/MaliHwCounters.h

@@ -6,7 +6,7 @@
 #pragma once
 
 #include <AnKi/Core/Common.h>
-#include <AnKi/Util/Allocator.h>
+#include <AnKi/Util/MemoryPool.h>
 
 namespace anki {
 

+ 0 - 1
AnKi/Core/NativeWindow.h

@@ -9,7 +9,6 @@
 #include <AnKi/Util/StdTypes.h>
 #include <AnKi/Util/Array.h>
 #include <AnKi/Util/String.h>
-#include <AnKi/Util/Allocator.h>
 
 namespace anki {
 

+ 0 - 1
AnKi/Gr/Gl/CommandBufferImpl.h

@@ -8,7 +8,6 @@
 #include <AnKi/Gr/CommandBuffer.h>
 #include <AnKi/Gr/gl/StateTracker.h>
 #include <AnKi/Util/Assert.h>
-#include <AnKi/Util/Allocator.h>
 
 namespace anki {
 

+ 10 - 10
AnKi/Importer/GltfImporterMesh.cpp

@@ -96,7 +96,7 @@ static Error checkAttribute(const cgltf_attribute& attrib)
 /// Align after laying a buffer in a file.
 static Error alignBufferInFile(PtrSize bufferSize, File& file)
 {
-	const PtrSize alignedBufferSize = getAlignedRoundUp(MESH_BINARY_BUFFER_ALIGNMENT, bufferSize);
+	const PtrSize alignedBufferSize = getAlignedRoundUp(kMeshBinaryBufferAlignment, bufferSize);
 	const PtrSize extraBytes = alignedBufferSize - bufferSize;
 
 	for(U32 i = 0; i < extraBytes; ++i)
@@ -639,28 +639,28 @@ Error GltfImporter::writeMesh(const cgltf_mesh& mesh, U32 lod, F32 decimateFacto
 	memset(&header, 0, sizeof(header));
 	{
 		// Positions
-		MeshBinaryVertexAttribute& posa = header.m_vertexAttributes[VertexAttributeId::POSITION];
+		MeshBinaryVertexAttribute& posa = header.m_vertexAttributes[VertexAttributeId::kPosition];
 		posa.m_bufferBinding = 0;
 		posa.m_format = Format::kR32G32B32Sfloat;
 		posa.m_relativeOffset = 0;
 		posa.m_scale = 1.0f;
 
 		// Normals
-		MeshBinaryVertexAttribute& na = header.m_vertexAttributes[VertexAttributeId::NORMAL];
+		MeshBinaryVertexAttribute& na = header.m_vertexAttributes[VertexAttributeId::kNormal];
 		na.m_bufferBinding = 1;
 		na.m_format = Format::kA2B10G10R10SnormPack32;
 		na.m_relativeOffset = 0;
 		na.m_scale = 1.0f;
 
 		// Tangents
-		MeshBinaryVertexAttribute& ta = header.m_vertexAttributes[VertexAttributeId::TANGENT];
+		MeshBinaryVertexAttribute& ta = header.m_vertexAttributes[VertexAttributeId::kTangent];
 		ta.m_bufferBinding = 1;
 		ta.m_format = Format::kA2B10G10R10SnormPack32;
 		ta.m_relativeOffset = sizeof(U32);
 		ta.m_scale = 1.0f;
 
 		// UVs
-		MeshBinaryVertexAttribute& uva = header.m_vertexAttributes[VertexAttributeId::UV0];
+		MeshBinaryVertexAttribute& uva = header.m_vertexAttributes[VertexAttributeId::kUv0];
 		uva.m_bufferBinding = 1;
 		uva.m_format = Format::kR32G32Sfloat;
 		uva.m_relativeOffset = sizeof(U32) * 2;
@@ -669,13 +669,13 @@ Error GltfImporter::writeMesh(const cgltf_mesh& mesh, U32 lod, F32 decimateFacto
 		// Bone weight
 		if(hasBoneWeights)
 		{
-			MeshBinaryVertexAttribute& bidxa = header.m_vertexAttributes[VertexAttributeId::BONE_INDICES];
+			MeshBinaryVertexAttribute& bidxa = header.m_vertexAttributes[VertexAttributeId::kBoneIndices];
 			bidxa.m_bufferBinding = 2;
 			bidxa.m_format = Format::kR8G8B8A8Uint;
 			bidxa.m_relativeOffset = 0;
 			bidxa.m_scale = 1.0f;
 
-			MeshBinaryVertexAttribute& wa = header.m_vertexAttributes[VertexAttributeId::BONE_WEIGHTS];
+			MeshBinaryVertexAttribute& wa = header.m_vertexAttributes[VertexAttributeId::kBoneWeights];
 			wa.m_bufferBinding = 2;
 			wa.m_format = Format::kR8G8B8A8Unorm;
 			wa.m_relativeOffset = sizeof(U8Vec4);
@@ -703,11 +703,11 @@ Error GltfImporter::writeMesh(const cgltf_mesh& mesh, U32 lod, F32 decimateFacto
 
 	// Write some other header stuff
 	{
-		memcpy(&header.m_magic[0], MESH_MAGIC, 8);
-		header.m_flags = MeshBinaryFlag::NONE;
+		memcpy(&header.m_magic[0], kMeshMagic, 8);
+		header.m_flags = MeshBinaryFlag::kNone;
 		if(convex)
 		{
-			header.m_flags |= MeshBinaryFlag::CONVEX;
+			header.m_flags |= MeshBinaryFlag::kConvex;
 		}
 		header.m_indexType = IndexType::kU16;
 		header.m_totalIndexCount = totalIndexCount;

+ 4 - 4
AnKi/Math/Functions.cpp

@@ -32,12 +32,12 @@ static void sinCosInternal(const Scalar a_, Scalar& sina, Scalar& cosa)
 	Scalar floatA = k2OverPi * a;
 	I intA = (int)floatA;
 
-	const Scalar RATIONAL_HALF_PI = 201 / 128.0;
-	const Scalar REMAINDER_HALF_PI = Scalar(4.8382679e-4);
+	constexpr Scalar kRationalHalfPi = 201 / 128.0;
+	constexpr Scalar kRemainderHalfPi = Scalar(4.8382679e-4);
 
-	floatA = (a - RATIONAL_HALF_PI * Scalar(intA)) - REMAINDER_HALF_PI * Scalar(intA);
+	floatA = (a - kRationalHalfPi * Scalar(intA)) - kRemainderHalfPi * Scalar(intA);
 
-	Scalar floatAMinusHalfPi = (floatA - RATIONAL_HALF_PI) - REMAINDER_HALF_PI;
+	Scalar floatAMinusHalfPi = (floatA - kRationalHalfPi) - kRemainderHalfPi;
 
 	switch(intA & 3)
 	{

+ 2 - 2
AnKi/Math/Transform.h

@@ -213,8 +213,8 @@ public:
 		return out;
 	}
 
-	template<U VEC_DIMS>
-	TTransform& lookAt(const TVec<T, VEC_DIMS>& refPoint, const TVec<T, VEC_DIMS>& up)
+	template<U kVecComponentCount>
+	TTransform& lookAt(const TVec<T, kVecComponentCount>& refPoint, const TVec<T, kVecComponentCount>& up)
 	{
 		const TVec<T, 4> j = up.xyz0();
 		const TVec<T, 4> vdir = (refPoint.xyz0() - m_origin).getNormalized();

+ 1 - 1
AnKi/Renderer/Common.h

@@ -152,7 +152,7 @@ U32 findBestCacheEntry(U64 uuid, Timestamp crntTimestamp, const TCacheEntryArray
 	// 2nd and 3rd choice, find an empty entry or some entry to re-use
 	U32 emptyCacheEntryIdx = kMaxU32;
 	U32 cacheEntryIdxToKick = kMaxU32;
-	Timestamp cacheEntryIdxToKickMinTimestamp = MAX_TIMESTAMP;
+	Timestamp cacheEntryIdxToKickMinTimestamp = kMaxTimestamp;
 	for(U32 cacheEntryIdx = 0; cacheEntryIdx < entries.getSize(); ++cacheEntryIdx)
 	{
 		if(entries[cacheEntryIdx].m_uuid == 0)

+ 1 - 1
AnKi/Renderer/ConfigVars.defs.h

@@ -63,7 +63,7 @@ ANKI_CONFIG_VAR_U32(RShadowMappingTileResolution, ((ANKI_PLATFORM_MOBILE) ? 128
 					"Shadowmapping tile resolution")
 ANKI_CONFIG_VAR_U32(RShadowMappingTileCountPerRowOrColumn, 16, 1, 256,
 					"Shadowmapping atlas will have this number squared number of tiles")
-ANKI_CONFIG_VAR_U32(RShadowMappingScratchTileCountX, 4 * (MAX_SHADOW_CASCADES + 2), 1, 256,
+ANKI_CONFIG_VAR_U32(RShadowMappingScratchTileCountX, 4 * (kMaxShadowCascades + 2), 1, 256,
 					"Number of tiles of the scratch buffer in X")
 ANKI_CONFIG_VAR_U32(RShadowMappingScratchTileCountY, 4, 1, 256, "Number of tiles of the scratch buffer in Y")
 

+ 1 - 1
AnKi/Renderer/Dbg.cpp

@@ -72,7 +72,7 @@ void Dbg::run(RenderPassWorkContext& rgraphCtx, const RenderingContext& ctx)
 	dctx.m_framePool = ctx.m_tempPool;
 	dctx.m_commandBuffer = cmdb;
 	dctx.m_sampler = m_r->getSamplers().m_trilinearRepeatAniso;
-	dctx.m_key = RenderingKey(RenderingTechnique::FORWARD, 0, 1, false, false);
+	dctx.m_key = RenderingKey(RenderingTechnique::kForward, 0, 1, false, false);
 	dctx.m_debugDraw = true;
 	dctx.m_debugDrawFlags = m_debugDrawFlags;
 

+ 8 - 8
AnKi/Renderer/Drawer.cpp

@@ -21,9 +21,9 @@ public:
 
 	const RenderableQueueElement* m_renderableElement = nullptr;
 
-	Array<RenderableQueueElement, MAX_INSTANCE_COUNT> m_cachedRenderElements;
-	Array<U8, MAX_INSTANCE_COUNT> m_cachedRenderElementLods;
-	Array<const void*, MAX_INSTANCE_COUNT> m_userData;
+	Array<RenderableQueueElement, kMaxInstanceCount> m_cachedRenderElements;
+	Array<U8, kMaxInstanceCount> m_cachedRenderElementLods;
+	Array<const void*, kMaxInstanceCount> m_userData;
 	U32 m_cachedRenderElementCount = 0;
 	U8 m_minLod = 0;
 	U8 m_maxLod = 0;
@@ -57,13 +57,13 @@ void RenderableDrawer::drawRange(RenderingTechnique technique, const RenderableD
 		globalUniforms->m_viewMatrix = args.m_viewMatrix;
 		globalUniforms->m_cameraTransform = args.m_cameraTransform;
 
-		cmdb->bindUniformBuffer(MATERIAL_SET_GLOBAL, MATERIAL_BINDING_GLOBAL_UNIFORMS, globalUniformsToken.m_buffer,
+		cmdb->bindUniformBuffer(kMaterialSetGlobal, kMaterialBindingGlobalUniforms, globalUniformsToken.m_buffer,
 								globalUniformsToken.m_offset, globalUniformsToken.m_range);
 	}
 
 	// More globals
-	cmdb->bindAllBindless(MATERIAL_SET_BINDLESS);
-	cmdb->bindSampler(MATERIAL_SET_GLOBAL, MATERIAL_BINDING_TRILINEAR_REPEAT_SAMPLER, args.m_sampler);
+	cmdb->bindAllBindless(kMaterialSetBindless);
+	cmdb->bindSampler(kMaterialSetGlobal, kMaterialBindingTrilinearRepeatSampler, args.m_sampler);
 
 	// Set a few things
 	Context ctx;
@@ -78,7 +78,7 @@ void RenderableDrawer::drawRange(RenderingTechnique technique, const RenderableD
 	ctx.m_queueCtx.m_debugDraw = false;
 	ctx.m_queueCtx.m_sampler = args.m_sampler;
 
-	ANKI_ASSERT(args.m_minLod < MAX_LOD_COUNT && args.m_maxLod < MAX_LOD_COUNT && args.m_minLod <= args.m_maxLod);
+	ANKI_ASSERT(args.m_minLod < kMaxLodCount && args.m_maxLod < kMaxLodCount && args.m_minLod <= args.m_maxLod);
 	ctx.m_minLod = U8(args.m_minLod);
 	ctx.m_maxLod = U8(args.m_maxLod);
 
@@ -111,7 +111,7 @@ void RenderableDrawer::flushDrawcall(Context& ctx)
 
 void RenderableDrawer::drawSingle(Context& ctx)
 {
-	if(ctx.m_cachedRenderElementCount == MAX_INSTANCE_COUNT)
+	if(ctx.m_cachedRenderElementCount == kMaxInstanceCount)
 	{
 		flushDrawcall(ctx);
 	}

+ 1 - 1
AnKi/Renderer/Drawer.h

@@ -29,7 +29,7 @@ public:
 
 	SamplerPtr m_sampler;
 	U32 m_minLod = 0;
-	U32 m_maxLod = MAX_LOD_COUNT - 1;
+	U32 m_maxLod = kMaxLodCount - 1;
 };
 
 /// It uses the render queue to batch and render.

+ 10 - 11
AnKi/Renderer/ForwardShading.cpp

@@ -35,19 +35,18 @@ void ForwardShading::run(const RenderingContext& ctx, RenderPassWorkContext& rgr
 		cmdb->setBlendFactors(0, BlendFactor::kSrcAlpha, BlendFactor::kOneMinusSrcAlpha);
 
 		const ClusteredShadingContext& rsrc = ctx.m_clusteredShading;
-		const U32 set = MATERIAL_SET_GLOBAL;
-		cmdb->bindSampler(set, MATERIAL_BINDING_LINEAR_CLAMP_SAMPLER, m_r->getSamplers().m_trilinearClamp);
+		const U32 set = kMaterialSetGlobal;
+		cmdb->bindSampler(set, kMaterialBindingLinearClampSampler, m_r->getSamplers().m_trilinearClamp);
 
-		rgraphCtx.bindTexture(set, MATERIAL_BINDING_DEPTH_RT, m_r->getDepthDownscale().getHiZRt(), kHiZHalfSurface);
-		rgraphCtx.bindColorTexture(set, MATERIAL_BINDING_LIGHT_VOLUME,
-								   m_r->getVolumetricLightingAccumulation().getRt());
+		rgraphCtx.bindTexture(set, kMaterialBindingDepthRt, m_r->getDepthDownscale().getHiZRt(), kHiZHalfSurface);
+		rgraphCtx.bindColorTexture(set, kMaterialBindingLightVolume, m_r->getVolumetricLightingAccumulation().getRt());
 
-		bindUniforms(cmdb, set, MATERIAL_BINDING_CLUSTER_SHADING_UNIFORMS, rsrc.m_clusteredShadingUniformsToken);
-		bindUniforms(cmdb, set, MATERIAL_BINDING_CLUSTER_SHADING_LIGHTS, rsrc.m_pointLightsToken);
-		bindUniforms(cmdb, set, MATERIAL_BINDING_CLUSTER_SHADING_LIGHTS + 1, rsrc.m_spotLightsToken);
-		rgraphCtx.bindColorTexture(set, MATERIAL_BINDING_CLUSTER_SHADING_LIGHTS + 2,
+		bindUniforms(cmdb, set, kMaterialBindingClusterShadingUniforms, rsrc.m_clusteredShadingUniformsToken);
+		bindUniforms(cmdb, set, kMaterialBindingClusterShadingLights, rsrc.m_pointLightsToken);
+		bindUniforms(cmdb, set, kMaterialBindingClusterShadingLights + 1, rsrc.m_spotLightsToken);
+		rgraphCtx.bindColorTexture(set, kMaterialBindingClusterShadingLights + 2,
 								   m_r->getShadowMapping().getShadowmapRt());
-		bindStorage(cmdb, set, MATERIAL_BINDING_CLUSTERS, rsrc.m_clustersToken);
+		bindStorage(cmdb, set, kMaterialBindingClusters, rsrc.m_clustersToken);
 
 		RenderableDrawerArguments args;
 		args.m_viewMatrix = ctx.m_matrices.m_view;
@@ -57,7 +56,7 @@ void ForwardShading::run(const RenderingContext& ctx, RenderPassWorkContext& rgr
 		args.m_sampler = m_r->getSamplers().m_trilinearRepeatAnisoResolutionScalingBias;
 
 		// Start drawing
-		m_r->getSceneDrawer().drawRange(RenderingTechnique::FORWARD, args,
+		m_r->getSceneDrawer().drawRange(RenderingTechnique::kForward, args,
 										ctx.m_renderQueue->m_forwardShadingRenderables.getBegin() + start,
 										ctx.m_renderQueue->m_forwardShadingRenderables.getBegin() + end, cmdb);
 

+ 2 - 2
AnKi/Renderer/GBuffer.cpp

@@ -136,7 +136,7 @@ void GBuffer::runInThread(const RenderingContext& ctx, RenderPassWorkContext& rg
 		}
 
 		ANKI_ASSERT(earlyZStart < earlyZEnd && earlyZEnd <= I32(earlyZCount));
-		m_r->getSceneDrawer().drawRange(RenderingTechnique::GBUFFER_EARLY_Z, args,
+		m_r->getSceneDrawer().drawRange(RenderingTechnique::kGBufferEarlyZ, args,
 										ctx.m_renderQueue->m_earlyZRenderables.getBegin() + earlyZStart,
 										ctx.m_renderQueue->m_earlyZRenderables.getBegin() + earlyZEnd, cmdb);
 
@@ -156,7 +156,7 @@ void GBuffer::runInThread(const RenderingContext& ctx, RenderPassWorkContext& rg
 		cmdb->setDepthCompareOperation(CompareOperation::kLessEqual);
 
 		ANKI_ASSERT(colorStart < colorEnd && colorEnd <= I32(ctx.m_renderQueue->m_renderables.getSize()));
-		m_r->getSceneDrawer().drawRange(RenderingTechnique::GBUFFER, args,
+		m_r->getSceneDrawer().drawRange(RenderingTechnique::kGBuffer, args,
 										ctx.m_renderQueue->m_renderables.getBegin() + colorStart,
 										ctx.m_renderQueue->m_renderables.getBegin() + colorEnd, cmdb);
 	}

+ 4 - 4
AnKi/Renderer/IndirectDiffuseProbes.cpp

@@ -577,9 +577,9 @@ void IndirectDiffuseProbes::runGBufferInThread(RenderPassWorkContext& rgraphCtx,
 			args.m_viewProjectionMatrix = rqueue.m_viewProjectionMatrix;
 			args.m_previousViewProjectionMatrix = Mat4::getIdentity(); // Don't care
 			args.m_sampler = m_r->getSamplers().m_trilinearRepeat;
-			args.m_minLod = args.m_maxLod = MAX_LOD_COUNT - 1;
+			args.m_minLod = args.m_maxLod = kMaxLodCount - 1;
 
-			m_r->getSceneDrawer().drawRange(RenderingTechnique::GBUFFER, args,
+			m_r->getSceneDrawer().drawRange(RenderingTechnique::kGBuffer, args,
 											rqueue.m_renderables.getBegin() + localStart,
 											rqueue.m_renderables.getBegin() + localEnd, cmdb);
 		}
@@ -635,9 +635,9 @@ void IndirectDiffuseProbes::runShadowmappingInThread(RenderPassWorkContext& rgra
 			args.m_viewProjectionMatrix = cascadeRenderQueue.m_viewProjectionMatrix;
 			args.m_previousViewProjectionMatrix = Mat4::getIdentity(); // Don't care
 			args.m_sampler = m_r->getSamplers().m_trilinearRepeatAniso;
-			args.m_maxLod = args.m_minLod = MAX_LOD_COUNT - 1;
+			args.m_maxLod = args.m_minLod = kMaxLodCount - 1;
 
-			m_r->getSceneDrawer().drawRange(RenderingTechnique::SHADOW, args,
+			m_r->getSceneDrawer().drawRange(RenderingTechnique::kShadow, args,
 											cascadeRenderQueue.m_renderables.getBegin() + localStart,
 											cascadeRenderQueue.m_renderables.getBegin() + localEnd, cmdb);
 		}

+ 4 - 4
AnKi/Renderer/ProbeReflections.cpp

@@ -356,9 +356,9 @@ void ProbeReflections::runGBuffer(RenderPassWorkContext& rgraphCtx)
 			args.m_viewProjectionMatrix = rqueue.m_viewProjectionMatrix;
 			args.m_previousViewProjectionMatrix = Mat4::getIdentity(); // Don't care about prev mats
 			args.m_sampler = m_r->getSamplers().m_trilinearRepeat;
-			args.m_minLod = args.m_maxLod = MAX_LOD_COUNT - 1;
+			args.m_minLod = args.m_maxLod = kMaxLodCount - 1;
 
-			m_r->getSceneDrawer().drawRange(RenderingTechnique::GBUFFER, args,
+			m_r->getSceneDrawer().drawRange(RenderingTechnique::kGBuffer, args,
 											rqueue.m_renderables.getBegin() + localStart,
 											rqueue.m_renderables.getBegin() + localEnd, cmdb);
 		}
@@ -733,9 +733,9 @@ void ProbeReflections::runShadowMapping(RenderPassWorkContext& rgraphCtx)
 			args.m_viewProjectionMatrix = cascadeRenderQueue.m_viewProjectionMatrix;
 			args.m_previousViewProjectionMatrix = Mat4::getIdentity(); // Don't care
 			args.m_sampler = m_r->getSamplers().m_trilinearRepeatAniso;
-			args.m_minLod = args.m_maxLod = MAX_LOD_COUNT - 1;
+			args.m_minLod = args.m_maxLod = kMaxLodCount - 1;
 
-			m_r->getSceneDrawer().drawRange(RenderingTechnique::SHADOW, args,
+			m_r->getSceneDrawer().drawRange(RenderingTechnique::kShadow, args,
 											cascadeRenderQueue.m_renderables.getBegin() + localStart,
 											cascadeRenderQueue.m_renderables.getBegin() + localEnd, cmdb);
 		}

+ 2 - 2
AnKi/Renderer/RenderQueue.h

@@ -163,8 +163,8 @@ static_assert(std::is_trivially_destructible<SpotLightQueueElement>::value == tr
 class DirectionalLightQueueElement final
 {
 public:
-	Array<Mat4, MAX_SHADOW_CASCADES> m_textureMatrices;
-	Array<RenderQueue*, MAX_SHADOW_CASCADES> m_shadowRenderQueues;
+	Array<Mat4, kMaxShadowCascades> m_textureMatrices;
+	Array<RenderQueue*, kMaxShadowCascades> m_shadowRenderQueues;
 	RenderQueueDrawCallback m_drawCallback;
 	const void* m_drawCallbackUserData;
 	U64 m_uuid; ///< Zero means that there is no dir light

+ 17 - 17
AnKi/Renderer/ShadowMapping.cpp

@@ -87,7 +87,7 @@ Error ShadowMapping::initScratch()
 		m_scratch.m_fbDescr.bake();
 	}
 
-	m_scratch.m_tileAlloc.init(&getMemoryPool(), m_scratch.m_tileCountX, m_scratch.m_tileCountY, MAX_LOD_COUNT, false);
+	m_scratch.m_tileAlloc.init(&getMemoryPool(), m_scratch.m_tileCountX, m_scratch.m_tileCountY, kMaxLodCount, false);
 
 	return Error::kNone;
 }
@@ -114,7 +114,7 @@ Error ShadowMapping::initAtlas()
 	}
 
 	// Tiles
-	m_atlas.m_tileAlloc.init(&getMemoryPool(), m_atlas.m_tileCountBothAxis, m_atlas.m_tileCountBothAxis, MAX_LOD_COUNT,
+	m_atlas.m_tileAlloc.init(&getMemoryPool(), m_atlas.m_tileCountBothAxis, m_atlas.m_tileCountBothAxis, kMaxLodCount,
 							 true);
 
 	// Programs and shaders
@@ -229,7 +229,7 @@ void ShadowMapping::runShadowMapping(RenderPassWorkContext& rgraphCtx)
 		args.m_sampler = m_r->getSamplers().m_trilinearRepeatAniso;
 		args.m_minLod = args.m_maxLod = work.m_renderQueueElementsLod;
 
-		m_r->getSceneDrawer().drawRange(RenderingTechnique::SHADOW, args,
+		m_r->getSceneDrawer().drawRange(RenderingTechnique::kShadow, args,
 										work.m_renderQueue->m_renderables.getBegin() + work.m_firstRenderableElement,
 										work.m_renderQueue->m_renderables.getBegin() + work.m_firstRenderableElement
 											+ work.m_renderableElementCount,
@@ -362,7 +362,7 @@ void ShadowMapping::chooseLod(const Vec4& cameraOrigin, const PointLightQueueEle
 	{
 		blurAtlas = false;
 		tileBufferLod = 0;
-		renderQueueElementsLod = MAX_LOD_COUNT - 1;
+		renderQueueElementsLod = kMaxLodCount - 1;
 	}
 }
 
@@ -390,13 +390,13 @@ void ShadowMapping::chooseLod(const Vec4& cameraOrigin, const SpotLightQueueElem
 	{
 		blurAtlas = false;
 		tileBufferLod = 1;
-		renderQueueElementsLod = MAX_LOD_COUNT - 1;
+		renderQueueElementsLod = kMaxLodCount - 1;
 	}
 	else
 	{
 		blurAtlas = false;
 		tileBufferLod = 0;
-		renderQueueElementsLod = MAX_LOD_COUNT - 1;
+		renderQueueElementsLod = kMaxLodCount - 1;
 	}
 }
 
@@ -523,15 +523,15 @@ void ShadowMapping::processLights(RenderingContext& ctx, U32& threadCountForScra
 	{
 		DirectionalLightQueueElement& light = ctx.m_renderQueue->m_directionalLight;
 
-		Array<U64, MAX_SHADOW_CASCADES> timestamps;
-		Array<U32, MAX_SHADOW_CASCADES> cascadeIndices;
-		Array<U32, MAX_SHADOW_CASCADES> drawcallCounts;
-		Array<UVec4, MAX_SHADOW_CASCADES> atlasViewports;
-		Array<UVec4, MAX_SHADOW_CASCADES> scratchViewports;
-		Array<TileAllocatorResult, MAX_SHADOW_CASCADES> subResults;
-		Array<U32, MAX_SHADOW_CASCADES> lods;
-		Array<U32, MAX_SHADOW_CASCADES> renderQueueElementsLods;
-		Array<Bool, MAX_SHADOW_CASCADES> blurAtlass;
+		Array<U64, kMaxShadowCascades> timestamps;
+		Array<U32, kMaxShadowCascades> cascadeIndices;
+		Array<U32, kMaxShadowCascades> drawcallCounts;
+		Array<UVec4, kMaxShadowCascades> atlasViewports;
+		Array<UVec4, kMaxShadowCascades> scratchViewports;
+		Array<TileAllocatorResult, kMaxShadowCascades> subResults;
+		Array<U32, kMaxShadowCascades> lods;
+		Array<U32, kMaxShadowCascades> renderQueueElementsLods;
+		Array<Bool, kMaxShadowCascades> blurAtlass;
 
 		U32 activeCascades = 0;
 
@@ -548,8 +548,8 @@ void ShadowMapping::processLights(RenderingContext& ctx, U32& threadCountForScra
 
 				// Change the quality per cascade
 				blurAtlass[activeCascades] = (cascade <= 1);
-				lods[activeCascades] = (cascade <= 1) ? (MAX_LOD_COUNT - 1) : (lods[0] - 1);
-				renderQueueElementsLods[activeCascades] = (cascade == 0) ? 0 : (MAX_LOD_COUNT - 1);
+				lods[activeCascades] = (cascade <= 1) ? (kMaxLodCount - 1) : (lods[0] - 1);
+				renderQueueElementsLods[activeCascades] = (cascade == 0) ? 0 : (kMaxLodCount - 1);
 
 				++activeCascades;
 			}

+ 1 - 1
AnKi/Renderer/TileAllocator.cpp

@@ -273,7 +273,7 @@ TileAllocatorResult TileAllocator::allocate(Timestamp crntTimestamp, Timestamp l
 	// utilization of the atlas' space
 	U32 emptyTileIdx = kMaxU32;
 	U32 toKickTileIdx = kMaxU32;
-	Timestamp tileToKickMinTimestamp = MAX_TIMESTAMP;
+	Timestamp tileToKickMinTimestamp = kMaxTimestamp;
 	const U32 maxLod = m_lodCount - 1;
 	if(lod == maxLod)
 	{

+ 1 - 1
AnKi/Renderer/TraditionalDeferredShading.cpp

@@ -87,7 +87,7 @@ void TraditionalDeferredLightShading::bindVertexIndexBuffers(MeshResourcePtr& me
 	U32 bufferBinding;
 	Format fmt;
 	U32 relativeOffset;
-	mesh->getVertexAttributeInfo(VertexAttributeId::POSITION, bufferBinding, fmt, relativeOffset);
+	mesh->getVertexAttributeInfo(VertexAttributeId::kPosition, bufferBinding, fmt, relativeOffset);
 
 	cmdb->setVertexAttribute(0, 0, fmt, relativeOffset);
 

+ 1 - 1
AnKi/Resource/CpuMeshResource.cpp

@@ -36,7 +36,7 @@ Error CpuMeshResource::load(const ResourceFilename& filename, [[maybe_unused]] B
 	m_positions = std::move(tempPositions);
 
 	// Create the collision shape
-	const Bool convex = !!(loader.getHeader().m_flags & MeshBinaryFlag::CONVEX);
+	const Bool convex = !!(loader.getHeader().m_flags & MeshBinaryFlag::kConvex);
 	m_physicsShape = getManager().getPhysicsWorld().newInstance<PhysicsTriangleSoup>(m_positions, m_indices, convex);
 
 	return Error::kNone;

+ 4 - 4
AnKi/Resource/ImageResource.cpp

@@ -258,17 +258,17 @@ Error ImageResource::load(LoadingContext& ctx)
 {
 	const U32 copyCount = ctx.m_layerCount * ctx.m_faces * ctx.m_loader.getMipmapCount();
 
-	for(U32 b = 0; b < copyCount; b += MAX_COPIES_BEFORE_FLUSH)
+	for(U32 b = 0; b < copyCount; b += kMaxCopiesBeforeFlush)
 	{
 		const U32 begin = b;
-		const U32 end = min(copyCount, b + MAX_COPIES_BEFORE_FLUSH);
+		const U32 end = min(copyCount, b + kMaxCopiesBeforeFlush);
 
 		CommandBufferInitInfo ci;
 		ci.m_flags = CommandBufferFlag::kGeneralWork | CommandBufferFlag::kSmallBatch;
 		CommandBufferPtr cmdb = ctx.m_gr->newCommandBuffer(ci);
 
 		// Set the barriers of the batch
-		Array<TextureBarrierInfo, MAX_COPIES_BEFORE_FLUSH> barriers;
+		Array<TextureBarrierInfo, kMaxCopiesBeforeFlush> barriers;
 		U32 barrierCount = 0;
 		for(U32 i = begin; i < end; ++i)
 		{
@@ -292,7 +292,7 @@ Error ImageResource::load(LoadingContext& ctx)
 		cmdb->setPipelineBarrier({&barriers[0], barrierCount}, {}, {});
 
 		// Do the copies
-		Array<TransferGpuAllocatorHandle, MAX_COPIES_BEFORE_FLUSH> handles;
+		Array<TransferGpuAllocatorHandle, kMaxCopiesBeforeFlush> handles;
 		U32 handleCount = 0;
 		for(U32 i = begin; i < end; ++i)
 		{

+ 1 - 1
AnKi/Resource/ImageResource.h

@@ -67,7 +67,7 @@ public:
 	}
 
 private:
-	static constexpr U32 MAX_COPIES_BEFORE_FLUSH = 4;
+	static constexpr U32 kMaxCopiesBeforeFlush = 4;
 
 	class TexUploadTask;
 	class LoadingContext;

+ 9 - 9
AnKi/Resource/MaterialResource.cpp

@@ -72,7 +72,7 @@ class MaterialResource::Program
 public:
 	ShaderProgramResourcePtr m_prog;
 
-	mutable Array4d<MaterialVariant, U(RenderingTechnique::kCount), MAX_LOD_COUNT, 2, 2> m_variantMatrix;
+	mutable Array4d<MaterialVariant, U(RenderingTechnique::kCount), kMaxLodCount, 2, 2> m_variantMatrix;
 	mutable RWMutex m_variantMatrixMtx;
 
 	DynamicArray<PartialMutation> m_partialMutation; ///< Only with the non-builtins.
@@ -98,7 +98,7 @@ public:
 		m_prog = std::move(b.m_prog);
 		for(RenderingTechnique t : EnumIterable<RenderingTechnique>())
 		{
-			for(U32 l = 0; l < MAX_LOD_COUNT; ++l)
+			for(U32 l = 0; l < kMaxLodCount; ++l)
 			{
 				for(U32 skin = 0; skin < 2; ++skin)
 				{
@@ -566,10 +566,10 @@ Error MaterialResource::findBuiltinMutators(Program& prog)
 	const ShaderProgramResourceMutator* lodMutator = prog.m_prog->tryFindMutator(lodMutatorName);
 	if(lodMutator)
 	{
-		if(lodMutator->m_values.getSize() > MAX_LOD_COUNT)
+		if(lodMutator->m_values.getSize() > kMaxLodCount)
 		{
 			ANKI_RESOURCE_LOGE("Mutator %s should have at least %u values in the program", lodMutatorName.cstr(),
-							   U32(MAX_LOD_COUNT));
+							   U32(kMaxLodCount));
 			return Error::kUserData;
 		}
 
@@ -618,8 +618,8 @@ Error MaterialResource::findBuiltinMutators(Program& prog)
 		{
 			const U32 binding = storageBlocks[i].m_binding;
 			const U32 set = storageBlocks[i].m_set;
-			if((binding == MATERIAL_BINDING_BONE_TRANSFORMS || binding == MATERIAL_BINDING_PREVIOUS_BONE_TRANSFORMS)
-			   && set == MATERIAL_SET_LOCAL)
+			if((binding == kMaterialBindingBoneTransforms || binding == kMaterialBindingPreviousBoneTransforms)
+			   && set == kMaterialSetLocal)
 			{
 				++foundCount;
 			}
@@ -793,8 +793,8 @@ const MaterialVariant& MaterialResource::getOrCreateVariant(const RenderingKey&
 	// Sanitize the key
 	key.setLod(min<U32>(prog.m_lodCount - 1, key.getLod()));
 
-	if(key.getRenderingTechnique() == RenderingTechnique::GBUFFER_EARLY_Z
-	   || key.getRenderingTechnique() == RenderingTechnique::SHADOW)
+	if(key.getRenderingTechnique() == RenderingTechnique::kGBufferEarlyZ
+	   || key.getRenderingTechnique() == RenderingTechnique::kShadow)
 	{
 		key.setLod(0);
 	}
@@ -863,7 +863,7 @@ const MaterialVariant& MaterialResource::getOrCreateVariant(const RenderingKey&
 
 	variant.m_prog = progVariant->getProgram();
 
-	if(!!(RenderingTechniqueBit(1 << key.getRenderingTechnique()) & RenderingTechniqueBit::ALL_RT))
+	if(!!(RenderingTechniqueBit(1 << key.getRenderingTechnique()) & RenderingTechniqueBit::kAllRt))
 	{
 		variant.m_rtShaderGroupHandleIndex = progVariant->getShaderGroupHandleIndex();
 	}

+ 2 - 2
AnKi/Resource/MaterialResource.h

@@ -227,7 +227,7 @@ public:
 
 	Bool castsShadow() const
 	{
-		return !!(m_techniquesMask & (RenderingTechniqueBit::SHADOW | RenderingTechniqueBit::RT_SHADOW));
+		return !!(m_techniquesMask & (RenderingTechniqueBit::kShadow | RenderingTechniqueBit::kRtShadow));
 	}
 
 	ConstWeakArray<MaterialVariable> getVariables() const
@@ -274,7 +274,7 @@ private:
 	DynamicArray<Program> m_programs;
 
 	Array<U8, U(RenderingTechnique::kCount)> m_techniqueToProgram;
-	RenderingTechniqueBit m_techniquesMask = RenderingTechniqueBit::NONE;
+	RenderingTechniqueBit m_techniquesMask = RenderingTechniqueBit::kNone;
 
 	DynamicArray<MaterialVariable> m_vars;
 

+ 9 - 9
AnKi/Resource/MeshBinary.h

@@ -15,22 +15,22 @@ namespace anki {
 /// @addtogroup resource
 /// @{
 
-inline constexpr const char* MESH_MAGIC = "ANKIMES5";
+inline constexpr const char* kMeshMagic = "ANKIMES5";
 
-constexpr U32 MESH_BINARY_BUFFER_ALIGNMENT = 16;
+constexpr U32 kMeshBinaryBufferAlignment = 16;
 
 enum class MeshBinaryFlag : U32
 {
-	NONE = 0,
-	QUAD = 1 << 0,
-	CONVEX = 1 << 1,
+	kNone = 0,
+	kQuad = 1 << 0,
+	kConvex = 1 << 1,
 
-	ALL = QUAD | CONVEX,
+	kAll = kQuad | kConvex,
 };
 ANKI_ENUM_ALLOW_NUMERIC_OPERATIONS(MeshBinaryFlag)
 
 /// Vertex buffer info. The size of the buffer is m_vertexStride*MeshBinaryHeader::m_totalVertexCount aligned to
-/// MESH_BINARY_BUFFER_ALIGNMENT.
+/// kMeshBinaryBufferAlignment.
 class MeshBinaryVertexBuffer
 {
 public:
@@ -62,7 +62,7 @@ class MeshBinaryVertexAttribute
 public:
 	U32 m_bufferBinding;
 
-	/// If the format is NONE then the attribute is not present.
+	/// If the format is kNone then the attribute is not present.
 	Format m_format;
 
 	U32 m_relativeOffset;
@@ -126,7 +126,7 @@ public:
 };
 
 /// The 1st things that appears in a mesh binary. @note The index and vertex buffers are aligned to
-/// MESH_BINARY_BUFFER_ALIGNMENT bytes.
+/// kMeshBinaryBufferAlignment bytes.
 class MeshBinaryHeader
 {
 public:

+ 9 - 9
AnKi/Resource/MeshBinary.xml

@@ -7,23 +7,23 @@
 	<doxygen_group name="resource"/>
 
 	<prefix_code><![CDATA[
-inline constexpr const char* MESH_MAGIC = "ANKIMES5";
+inline constexpr const char* kMeshMagic = "ANKIMES5";
 
-constexpr U32 MESH_BINARY_BUFFER_ALIGNMENT = 16;
+constexpr U32 kMeshBinaryBufferAlignment = 16;
 
 enum class MeshBinaryFlag : U32
 {
-	NONE = 0,
-	QUAD = 1 << 0,
-	CONVEX = 1 << 1,
+	kNone = 0,
+	kQuad = 1 << 0,
+	kConvex = 1 << 1,
 
-	ALL = QUAD | CONVEX,
+	kAll = kQuad | kConvex,
 };
 ANKI_ENUM_ALLOW_NUMERIC_OPERATIONS(MeshBinaryFlag)
 ]]></prefix_code>
 
 	<classes>
-		<class name="MeshBinaryVertexBuffer" comment="Vertex buffer info. The size of the buffer is m_vertexStride*MeshBinaryHeader::m_totalVertexCount aligned to MESH_BINARY_BUFFER_ALIGNMENT">
+		<class name="MeshBinaryVertexBuffer" comment="Vertex buffer info. The size of the buffer is m_vertexStride*MeshBinaryHeader::m_totalVertexCount aligned to kMeshBinaryBufferAlignment">
 			<members>
 				<member name="m_vertexStride" type="U32" comment="The size of the vertex"/>
 			</members>
@@ -32,7 +32,7 @@ ANKI_ENUM_ALLOW_NUMERIC_OPERATIONS(MeshBinaryFlag)
 		<class name="MeshBinaryVertexAttribute" comment="Vertex attribute">
 			<members>
 				<member name="m_bufferBinding" type="U32"/>
-				<member name="m_format" type="Format" comment="If the format is NONE then the attribute is not present"/>
+				<member name="m_format" type="Format" comment="If the format is kNone then the attribute is not present"/>
 				<member name="m_relativeOffset" type="U32"/>
 				<member name="m_scale" type="F32"/>
 			</members>
@@ -47,7 +47,7 @@ ANKI_ENUM_ALLOW_NUMERIC_OPERATIONS(MeshBinaryFlag)
 			</members>
 		</class>
 
-		<class name="MeshBinaryHeader" comment="The 1st things that appears in a mesh binary. @note The index and vertex buffers are aligned to MESH_BINARY_BUFFER_ALIGNMENT bytes">
+		<class name="MeshBinaryHeader" comment="The 1st things that appears in a mesh binary. @note The index and vertex buffers are aligned to kMeshBinaryBufferAlignment bytes">
 			<members>
 				<member name="m_magic" type="U8" array_size="8"/>
 				<member name="m_flags" type="MeshBinaryFlag"/>

+ 12 - 12
AnKi/Resource/MeshBinaryLoader.cpp

@@ -33,7 +33,7 @@ Error MeshBinaryLoader::load(const ResourceFilename& filename)
 		ANKI_CHECK(m_file->read(&m_subMeshes[0], m_subMeshes.getSizeInBytes()));
 
 		// Checks
-		const U32 indicesPerFace = !!(m_header.m_flags & MeshBinaryFlag::QUAD) ? 4 : 3;
+		const U32 indicesPerFace = !!(m_header.m_flags & MeshBinaryFlag::kQuad) ? 4 : 3;
 		U idxSum = 0;
 		for(U32 i = 0; i < m_subMeshes.getSize(); i++)
 		{
@@ -123,29 +123,29 @@ Error MeshBinaryLoader::checkHeader() const
 	const MeshBinaryHeader& h = m_header;
 
 	// Header
-	if(memcmp(&h.m_magic[0], MESH_MAGIC, 8) != 0)
+	if(memcmp(&h.m_magic[0], kMeshMagic, 8) != 0)
 	{
 		ANKI_RESOURCE_LOGE("Wrong magic word");
 		return Error::kUserData;
 	}
 
 	// Flags
-	if((h.m_flags & ~MeshBinaryFlag::ALL) != MeshBinaryFlag::NONE)
+	if((h.m_flags & ~MeshBinaryFlag::kAll) != MeshBinaryFlag::kNone)
 	{
 		ANKI_RESOURCE_LOGE("Wrong header flags");
 		return Error::kUserData;
 	}
 
 	// Attributes
-	ANKI_CHECK(checkFormat(VertexAttributeId::POSITION, Array<Format, 1>{{Format::kR32G32B32Sfloat}}, 0, 0));
-	ANKI_CHECK(checkFormat(VertexAttributeId::NORMAL, Array<Format, 1>{{Format::kA2B10G10R10SnormPack32}}, 1, 0));
-	ANKI_CHECK(checkFormat(VertexAttributeId::TANGENT, Array<Format, 1>{{Format::kA2B10G10R10SnormPack32}}, 1, 4));
-	ANKI_CHECK(checkFormat(VertexAttributeId::UV0, Array<Format, 1>{{Format::kR32G32Sfloat}}, 1, 8));
-	ANKI_CHECK(checkFormat(VertexAttributeId::UV1, Array<Format, 1>{{Format::kNone}}, 1, 0));
+	ANKI_CHECK(checkFormat(VertexAttributeId::kPosition, Array<Format, 1>{{Format::kR32G32B32Sfloat}}, 0, 0));
+	ANKI_CHECK(checkFormat(VertexAttributeId::kNormal, Array<Format, 1>{{Format::kA2B10G10R10SnormPack32}}, 1, 0));
+	ANKI_CHECK(checkFormat(VertexAttributeId::kTangent, Array<Format, 1>{{Format::kA2B10G10R10SnormPack32}}, 1, 4));
+	ANKI_CHECK(checkFormat(VertexAttributeId::kUv0, Array<Format, 1>{{Format::kR32G32Sfloat}}, 1, 8));
+	ANKI_CHECK(checkFormat(VertexAttributeId::kUv1, Array<Format, 1>{{Format::kNone}}, 1, 0));
 	ANKI_CHECK(
-		checkFormat(VertexAttributeId::BONE_INDICES, Array<Format, 2>{{Format::kNone, Format::kR8G8B8A8Uint}}, 2, 0));
+		checkFormat(VertexAttributeId::kBoneIndices, Array<Format, 2>{{Format::kNone, Format::kR8G8B8A8Uint}}, 2, 0));
 	ANKI_CHECK(
-		checkFormat(VertexAttributeId::BONE_WEIGHTS, Array<Format, 2>{{Format::kNone, Format::kR8G8B8A8Unorm}}, 2, 4));
+		checkFormat(VertexAttributeId::kBoneWeights, Array<Format, 2>{{Format::kNone, Format::kR8G8B8A8Unorm}}, 2, 4));
 
 	// Vertex buffers
 	if(m_header.m_vertexBufferCount != 2 + U32(hasBoneInfo()))
@@ -169,7 +169,7 @@ Error MeshBinaryLoader::checkHeader() const
 	}
 
 	// m_totalIndexCount
-	const U indicesPerFace = !!(h.m_flags & MeshBinaryFlag::QUAD) ? 4 : 3;
+	const U indicesPerFace = !!(h.m_flags & MeshBinaryFlag::kQuad) ? 4 : 3;
 	if(h.m_totalIndexCount == 0 || (h.m_totalIndexCount % indicesPerFace) != 0)
 	{
 		ANKI_RESOURCE_LOGE("Wrong index count");
@@ -276,7 +276,7 @@ Error MeshBinaryLoader::storeIndicesAndPosition(DynamicArrayRaii<U32>& indices,
 	// Store positions
 	{
 		positions.resize(m_header.m_totalVertexCount);
-		const MeshBinaryVertexAttribute& attrib = m_header.m_vertexAttributes[VertexAttributeId::POSITION];
+		const MeshBinaryVertexAttribute& attrib = m_header.m_vertexAttributes[VertexAttributeId::kPosition];
 		ANKI_ASSERT(attrib.m_format == Format::kR32G32B32Sfloat);
 		ANKI_CHECK(storeVertexBuffer(attrib.m_bufferBinding, &positions[0], positions.getSizeInBytes()));
 	}

+ 3 - 3
AnKi/Resource/MeshBinaryLoader.h

@@ -48,7 +48,7 @@ public:
 	Bool hasBoneInfo() const
 	{
 		ANKI_ASSERT(isLoaded());
-		return m_header.m_vertexAttributes[VertexAttributeId::BONE_INDICES].m_format != Format::kNone;
+		return m_header.m_vertexAttributes[VertexAttributeId::kBoneIndices].m_format != Format::kNone;
 	}
 
 	ConstWeakArray<MeshBinarySubMesh> getSubMeshes() const
@@ -79,7 +79,7 @@ private:
 	PtrSize getAlignedIndexBufferSize() const
 	{
 		ANKI_ASSERT(isLoaded());
-		return getAlignedRoundUp(MESH_BINARY_BUFFER_ALIGNMENT, getIndexBufferSize());
+		return getAlignedRoundUp(kMeshBinaryBufferAlignment, getIndexBufferSize());
 	}
 
 	PtrSize getVertexBufferSize(U32 bufferIdx) const
@@ -93,7 +93,7 @@ private:
 	{
 		ANKI_ASSERT(isLoaded());
 		ANKI_ASSERT(bufferIdx < m_header.m_vertexBufferCount);
-		return getAlignedRoundUp(MESH_BINARY_BUFFER_ALIGNMENT, getVertexBufferSize(bufferIdx));
+		return getAlignedRoundUp(kMeshBinaryBufferAlignment, getVertexBufferSize(bufferIdx));
 	}
 
 	Error checkHeader() const;

+ 9 - 9
AnKi/Resource/MeshResource.cpp

@@ -134,7 +134,7 @@ Error MeshResource::load(const ResourceFilename& filename, Bool async)
 	m_vertexBuffersSize = 0;
 	for(U32 i = 0; i < header.m_vertexBufferCount; ++i)
 	{
-		alignRoundUp(MESH_BINARY_BUFFER_ALIGNMENT, m_vertexBuffersSize);
+		alignRoundUp(kMeshBinaryBufferAlignment, m_vertexBuffersSize);
 
 		m_vertexBufferInfos[i].m_offset = m_vertexBuffersSize;
 		m_vertexBufferInfos[i].m_stride = header.m_vertexBuffers[i].m_vertexStride;
@@ -205,7 +205,7 @@ Error MeshResource::load(const ResourceFilename& filename, Bool async)
 		U32 bufferIdx;
 		Format format;
 		U32 relativeOffset;
-		getVertexAttributeInfo(VertexAttributeId::POSITION, bufferIdx, format, relativeOffset);
+		getVertexAttributeInfo(VertexAttributeId::kPosition, bufferIdx, format, relativeOffset);
 
 		BufferPtr buffer;
 		PtrSize offset;
@@ -229,23 +229,23 @@ Error MeshResource::load(const ResourceFilename& filename, Bool async)
 		U32 bufferIdx;
 		Format format;
 		U32 relativeOffset;
-		getVertexAttributeInfo(VertexAttributeId::POSITION, bufferIdx, format, relativeOffset);
+		getVertexAttributeInfo(VertexAttributeId::kPosition, bufferIdx, format, relativeOffset);
 		BufferPtr buffer;
 		PtrSize offset;
 		PtrSize stride;
 		getVertexBufferInfo(bufferIdx, buffer, offset, stride);
-		m_meshGpuDescriptor.m_vertexBufferPtrs[VertexAttributeBufferId::POSITION] = buffer->getGpuAddress() + offset;
+		m_meshGpuDescriptor.m_vertexBufferPtrs[VertexAttributeBufferId::kPosition] = buffer->getGpuAddress() + offset;
 
-		getVertexAttributeInfo(VertexAttributeId::NORMAL, bufferIdx, format, relativeOffset);
+		getVertexAttributeInfo(VertexAttributeId::kNormal, bufferIdx, format, relativeOffset);
 		getVertexBufferInfo(bufferIdx, buffer, offset, stride);
-		m_meshGpuDescriptor.m_vertexBufferPtrs[VertexAttributeBufferId::NORMAL_TANGENT_UV0] =
+		m_meshGpuDescriptor.m_vertexBufferPtrs[VertexAttributeBufferId::kNormalTangentUv0] =
 			buffer->getGpuAddress() + offset;
 
 		if(hasBoneWeights())
 		{
-			getVertexAttributeInfo(VertexAttributeId::BONE_WEIGHTS, bufferIdx, format, relativeOffset);
+			getVertexAttributeInfo(VertexAttributeId::kBoneWeights, bufferIdx, format, relativeOffset);
 			getVertexBufferInfo(bufferIdx, buffer, offset, stride);
-			m_meshGpuDescriptor.m_vertexBufferPtrs[VertexAttributeBufferId::BONE] = buffer->getGpuAddress() + offset;
+			m_meshGpuDescriptor.m_vertexBufferPtrs[VertexAttributeBufferId::kBone] = buffer->getGpuAddress() + offset;
 		}
 
 		m_meshGpuDescriptor.m_indexCount = m_indexCount;
@@ -308,7 +308,7 @@ Error MeshResource::loadAsync(MeshBinaryLoader& loader) const
 		PtrSize offset = 0;
 		for(U32 i = 0; i < m_vertexBufferInfos.getSize(); ++i)
 		{
-			alignRoundUp(MESH_BINARY_BUFFER_ALIGNMENT, offset);
+			alignRoundUp(kMeshBinaryBufferAlignment, offset);
 			ANKI_CHECK(
 				loader.storeVertexBuffer(i, data + offset, PtrSize(m_vertexBufferInfos[i].m_stride) * m_vertexCount));
 

+ 1 - 1
AnKi/Resource/MeshResource.h

@@ -96,7 +96,7 @@ public:
 	/// Return true if it has bone weights.
 	Bool hasBoneWeights() const
 	{
-		return isVertexAttributePresent(VertexAttributeId::BONE_WEIGHTS);
+		return isVertexAttributePresent(VertexAttributeId::kBoneWeights);
 	}
 
 	AccelerationStructurePtr getBottomLevelAccelerationStructure() const

+ 4 - 4
AnKi/Resource/ModelResource.cpp

@@ -13,18 +13,18 @@ namespace anki {
 
 static Bool attributeIsRequired(VertexAttributeId loc, RenderingTechnique technique, Bool hasSkin)
 {
-	if(technique == RenderingTechnique::GBUFFER || technique == RenderingTechnique::FORWARD)
+	if(technique == RenderingTechnique::kGBuffer || technique == RenderingTechnique::kForward)
 	{
 		return true;
 	}
 	else if(!hasSkin)
 	{
-		return loc == VertexAttributeId::POSITION || loc == VertexAttributeId::UV0;
+		return loc == VertexAttributeId::kPosition || loc == VertexAttributeId::kUv0;
 	}
 	else
 	{
-		return loc == VertexAttributeId::POSITION || loc == VertexAttributeId::BONE_INDICES
-			   || loc == VertexAttributeId::BONE_WEIGHTS || loc == VertexAttributeId::UV0;
+		return loc == VertexAttributeId::kPosition || loc == VertexAttributeId::kBoneIndices
+			   || loc == VertexAttributeId::kBoneWeights || loc == VertexAttributeId::kUv0;
 	}
 }
 

+ 3 - 3
AnKi/Resource/ModelResource.h

@@ -120,7 +120,7 @@ private:
 	ModelResource* m_model = nullptr;
 #endif
 	MaterialResourcePtr m_mtl;
-	Array<MeshResourcePtr, MAX_LOD_COUNT> m_meshes; ///< Just keep the references.
+	Array<MeshResourcePtr, kMaxLodCount> m_meshes; ///< Just keep the references.
 	DynamicArray<GrObjectPtr> m_grObjectRefs;
 
 	// Begin cached data
@@ -142,7 +142,7 @@ private:
 		PtrSize m_offset : 48;
 	};
 
-	Array2d<VertexBufferInfo, MAX_LOD_COUNT, U(VertexAttributeBufferId::COUNT)> m_vertexBufferInfos;
+	Array2d<VertexBufferInfo, kMaxLodCount, U(VertexAttributeBufferId::kCount)> m_vertexBufferInfos;
 
 	class IndexBufferInfo
 	{
@@ -153,7 +153,7 @@ private:
 		U32 m_indexCount = kMaxU32;
 	};
 
-	Array<IndexBufferInfo, MAX_LOD_COUNT> m_indexBufferInfos;
+	Array<IndexBufferInfo, kMaxLodCount> m_indexBufferInfos;
 	BitSet<U(VertexAttributeId::kCount)> m_presentVertexAttributes = {false};
 	IndexType m_indexType : 2;
 	// End cached data

+ 17 - 17
AnKi/Resource/RenderingKey.h

@@ -13,11 +13,11 @@ namespace anki {
 /// The AnKi passes visible to materials.
 enum class RenderingTechnique : U8
 {
-	GBUFFER = 0,
-	GBUFFER_EARLY_Z = 1,
-	SHADOW = 2,
-	FORWARD = 3,
-	RT_SHADOW = 4,
+	kGBuffer = 0,
+	kGBufferEarlyZ = 1,
+	kShadow = 2,
+	kForward = 3,
+	kRtShadow = 4,
 
 	kCount,
 	kFirst = 0
@@ -26,14 +26,14 @@ ANKI_ENUM_ALLOW_NUMERIC_OPERATIONS(RenderingTechnique)
 
 enum class RenderingTechniqueBit : U8
 {
-	NONE = 0,
-	GBUFFER = 1 << 0,
-	GBUFFER_EARLY_Z = 1 << 1,
-	SHADOW = 1 << 2,
-	FORWARD = 1 << 3,
-	RT_SHADOW = 1 << 4,
-
-	ALL_RT = RT_SHADOW
+	kNone = 0,
+	kGBuffer = 1 << 0,
+	kGBufferEarlyZ = 1 << 1,
+	kShadow = 1 << 2,
+	kForward = 1 << 3,
+	kRtShadow = 1 << 4,
+
+	kAllRt = kRtShadow
 };
 ANKI_ENUM_ALLOW_NUMERIC_OPERATIONS(RenderingTechniqueBit)
 
@@ -48,8 +48,8 @@ public:
 		, m_skinned(skinned)
 		, m_velocity(velocity)
 	{
-		ANKI_ASSERT(instanceCount <= MAX_INSTANCE_COUNT && instanceCount != 0);
-		ANKI_ASSERT(lod <= MAX_LOD_COUNT);
+		ANKI_ASSERT(instanceCount <= kMaxInstanceCount && instanceCount != 0);
+		ANKI_ASSERT(lod <= kMaxLodCount);
 	}
 
 	RenderingKey()
@@ -91,7 +91,7 @@ public:
 
 	void setLod(U32 lod)
 	{
-		ANKI_ASSERT(lod < MAX_LOD_COUNT);
+		ANKI_ASSERT(lod < kMaxLodCount);
 		m_lod = U8(lod);
 	}
 
@@ -102,7 +102,7 @@ public:
 
 	void setInstanceCount(U32 instanceCount)
 	{
-		ANKI_ASSERT(instanceCount <= MAX_INSTANCE_COUNT && instanceCount > 0);
+		ANKI_ASSERT(instanceCount <= kMaxInstanceCount && instanceCount > 0);
 		m_instanceCount = U8(instanceCount);
 	}
 

+ 6 - 6
AnKi/Resource/ShaderProgramResource.h

@@ -167,16 +167,16 @@ public:
 	ShaderProgramResourceVariantInitInfo& addMutation(CString name, MutatorValue t);
 
 private:
-	static constexpr U32 MAX_CONSTANTS = 32;
-	static constexpr U32 MAX_MUTATORS = 32;
+	static constexpr U32 kMaxConstants = 32;
+	static constexpr U32 kMaxMutators = 32;
 
 	ShaderProgramResourcePtr m_ptr;
 
-	Array<ShaderProgramResourceConstantValue, MAX_CONSTANTS> m_constantValues;
-	BitSet<MAX_CONSTANTS> m_setConstants = {false};
+	Array<ShaderProgramResourceConstantValue, kMaxConstants> m_constantValues;
+	BitSet<kMaxConstants> m_setConstants = {false};
 
-	Array<MutatorValue, MAX_MUTATORS> m_mutation; ///< The order of storing the values is important. It will be hashed.
-	BitSet<MAX_MUTATORS> m_setMutators = {false};
+	Array<MutatorValue, kMaxMutators> m_mutation; ///< The order of storing the values is important. It will be hashed.
+	BitSet<kMaxMutators> m_setMutators = {false};
 };
 
 /// Shader program resource. It loads special AnKi programs.

+ 0 - 1
AnKi/Scene/Common.h

@@ -5,7 +5,6 @@
 
 #pragma once
 
-#include <AnKi/Util/Allocator.h>
 #include <AnKi/Util/String.h>
 #include <AnKi/Scene/Forward.h>
 

+ 2 - 2
AnKi/Scene/Components/FrustumComponent.h

@@ -351,7 +351,7 @@ public:
 
 	void setShadowCascadeCount(U32 count)
 	{
-		m_shadowCascadeCount = U8(min(count, MAX_SHADOW_CASCADES));
+		m_shadowCascadeCount = U8(min(count, kMaxShadowCascades));
 	}
 
 	const ConvexHullShape& getPerspectiveBoundingShapeWorldSpace() const
@@ -445,7 +445,7 @@ private:
 	/// Defines the the rate of the cascade distances
 	F32 m_shadowCascadesDistancePower = 1.0f;
 
-	Array<F32, MAX_LOD_COUNT - 1> m_maxLodDistances = {};
+	Array<F32, kMaxLodCount - 1> m_maxLodDistances = {};
 
 	U8 m_shadowCascadeCount = 0;
 

+ 1 - 1
AnKi/Scene/Components/GpuParticleEmitterComponent.cpp

@@ -213,7 +213,7 @@ void GpuParticleEmitterComponent::draw(RenderQueueDrawContext& ctx) const
 		RenderComponent::allocateAndSetupUniforms(m_particleEmitterResource->getMaterial(), ctx, identity, identity,
 												  *ctx.m_stagingGpuAllocator);
 
-		cmdb->bindStorageBuffer(MATERIAL_SET_LOCAL, MATERIAL_BINDING_FIRST_NON_STANDARD_LOCAL, m_particlesBuff, 0,
+		cmdb->bindStorageBuffer(kMaterialSetLocal, kMaterialBindingFirstNonStandardLocal, m_particlesBuff, 0,
 								kMaxPtrSize);
 
 		// Draw

+ 2 - 2
AnKi/Scene/Components/LightComponent.cpp

@@ -70,7 +70,7 @@ void LightComponent::setupDirectionalLightQueueElement(const FrustumComponent& f
 													   WeakArray<FrustumComponent> cascadeFrustumComponents) const
 {
 	ANKI_ASSERT(m_type == LightComponentType::kDirectional);
-	ANKI_ASSERT(cascadeFrustumComponents.getSize() <= MAX_SHADOW_CASCADES);
+	ANKI_ASSERT(cascadeFrustumComponents.getSize() <= kMaxShadowCascades);
 
 	const U32 shadowCascadeCount = cascadeFrustumComponents.getSize();
 
@@ -101,7 +101,7 @@ void LightComponent::setupDirectionalLightQueueElement(const FrustumComponent& f
 		const F32 fovY = frustumComp.getFovY();
 
 		// Compute a sphere per cascade
-		Array<Sphere, MAX_SHADOW_CASCADES> boundingSpheres;
+		Array<Sphere, kMaxShadowCascades> boundingSpheres;
 		for(U32 i = 0; i < shadowCascadeCount; ++i)
 		{
 			// Compute the center of the sphere

+ 1 - 1
AnKi/Scene/Components/ParticleEmitterComponent.cpp

@@ -402,7 +402,7 @@ void ParticleEmitterComponent::draw(RenderQueueDrawContext& ctx) const
 		cmdb->bindShaderProgram(prog);
 
 		// Vertex attribs
-		cmdb->setVertexAttribute(U32(VertexAttributeId::POSITION), 0, Format::kR32G32B32Sfloat, 0);
+		cmdb->setVertexAttribute(U32(VertexAttributeId::kPosition), 0, Format::kR32G32B32Sfloat, 0);
 		cmdb->setVertexAttribute(U32(VertexAttributeId::SCALE), 0, Format::kR32Sfloat, sizeof(Vec3));
 		cmdb->setVertexAttribute(U32(VertexAttributeId::ALPHA), 0, Format::kR32Sfloat, sizeof(Vec3) + sizeof(F32));
 

+ 4 - 5
AnKi/Scene/Components/RenderComponent.cpp

@@ -18,12 +18,12 @@ void RenderComponent::allocateAndSetupUniforms(const MaterialResourcePtr& mtl, c
 											   ConstWeakArray<Mat3x4> transforms, ConstWeakArray<Mat3x4> prevTransforms,
 											   StagingGpuMemoryPool& alloc)
 {
-	ANKI_ASSERT(transforms.getSize() <= MAX_INSTANCE_COUNT);
+	ANKI_ASSERT(transforms.getSize() <= kMaxInstanceCount);
 	ANKI_ASSERT(prevTransforms.getSize() == transforms.getSize());
 
 	CommandBufferPtr cmdb = ctx.m_commandBuffer;
 
-	const U32 set = MATERIAL_SET_LOCAL;
+	const U32 set = kMaterialSetLocal;
 
 	// Fill the RenderableGpuView
 	const U32 renderableGpuViewsUboSize = sizeof(RenderableGpuView) * transforms.getSize();
@@ -34,8 +34,7 @@ void RenderComponent::allocateAndSetupUniforms(const MaterialResourcePtr& mtl, c
 			alloc.allocateFrame(renderableGpuViewsUboSize, StagingGpuMemoryType::kUniform, token));
 		ANKI_ASSERT(isAligned(alignof(RenderableGpuView), renderableGpuViews));
 
-		cmdb->bindUniformBuffer(set, MATERIAL_BINDING_RENDERABLE_GPU_VIEW, token.m_buffer, token.m_offset,
-								token.m_range);
+		cmdb->bindUniformBuffer(set, kMaterialBindingRenderableGpuView, token.m_buffer, token.m_offset, token.m_range);
 
 		for(U32 i = 0; i < transforms.getSize(); ++i)
 		{
@@ -58,7 +57,7 @@ void RenderComponent::allocateAndSetupUniforms(const MaterialResourcePtr& mtl, c
 
 	if(localUniformsUboSize)
 	{
-		cmdb->bindStorageBuffer(set, MATERIAL_BINDING_LOCAL_UNIFORMS, token.m_buffer, token.m_offset, token.m_range);
+		cmdb->bindStorageBuffer(set, kMaterialBindingLocalUniforms, token.m_buffer, token.m_offset, token.m_range);
 	}
 
 	// Iterate variables

+ 1 - 1
AnKi/Scene/Components/RenderComponent.h

@@ -55,7 +55,7 @@ public:
 
 	void setFlagsFromMaterial(const MaterialResourcePtr& mtl)
 	{
-		RenderComponentFlag flags = !!(mtl->getRenderingTechniques() & RenderingTechniqueBit::FORWARD)
+		RenderComponentFlag flags = !!(mtl->getRenderingTechniques() & RenderingTechniqueBit::kForward)
 										? RenderComponentFlag::kForwardShading
 										: RenderComponentFlag::kNone;
 		flags |= (mtl->castsShadow()) ? RenderComponentFlag::kCastsShadow : RenderComponentFlag::kNone;

+ 2 - 2
AnKi/Scene/Components/SkyboxComponent.cpp

@@ -33,13 +33,13 @@ void SkyboxComponent::setImage(CString filename)
 	}
 	else
 	{
-		m_type = SkyboxType::IMAGE_2D;
+		m_type = SkyboxType::kImage2D;
 	}
 }
 
 void SkyboxComponent::setupSkyboxQueueElement(SkyboxQueueElement& queueElement) const
 {
-	if(m_type == SkyboxType::IMAGE_2D)
+	if(m_type == SkyboxType::kImage2D)
 	{
 		queueElement.m_skyboxTexture = m_image->getTextureView().get();
 	}

+ 4 - 4
AnKi/Scene/Components/SkyboxComponent.h

@@ -20,8 +20,8 @@ class SkyboxQueueElement;
 /// @memberof SkyboxComponent
 enum class SkyboxType : U8
 {
-	SOLID_COLOR,
-	IMAGE_2D
+	kSolidColor,
+	kImage2D
 };
 
 /// Skybox config.
@@ -36,7 +36,7 @@ public:
 
 	void setSolidColor(const Vec3& color)
 	{
-		m_type = SkyboxType::SOLID_COLOR;
+		m_type = SkyboxType::kSolidColor;
 		m_color = color.max(Vec3(0.0f));
 	}
 
@@ -118,7 +118,7 @@ public:
 
 private:
 	SceneNode* m_node;
-	SkyboxType m_type = SkyboxType::SOLID_COLOR;
+	SkyboxType m_type = SkyboxType::kSolidColor;
 	Vec3 m_color = Vec3(0.0f, 0.0f, 0.5f);
 	ImageResourcePtr m_image;
 

+ 1 - 1
AnKi/Scene/ConfigVars.defs.h

@@ -7,7 +7,7 @@ ANKI_CONFIG_VAR_GROUP(SCENE)
 
 ANKI_CONFIG_VAR_F32(Lod0MaxDistance, 20.0f, 1.0f, kMaxF32, "Distance that will be used to calculate the LOD 0")
 ANKI_CONFIG_VAR_F32(Lod1MaxDistance, 40.0f, 2.0f, kMaxF32, "Distance that will be used to calculate the LOD 1")
-ANKI_CONFIG_VAR_U8(SceneShadowCascadeCount, (ANKI_OS_ANDROID) ? 2 : MAX_SHADOW_CASCADES, 1, MAX_SHADOW_CASCADES,
+ANKI_CONFIG_VAR_U8(SceneShadowCascadeCount, (ANKI_OS_ANDROID) ? 2 : kMaxShadowCascades, 1, kMaxShadowCascades,
 				   "Max number of shadow cascades for directional lights")
 
 ANKI_CONFIG_VAR_U32(SceneOctreeMaxDepth, 5, 2, 10, "The max depth of the octree")

+ 9 - 9
AnKi/Scene/ModelNode.cpp

@@ -177,7 +177,7 @@ void ModelNode::initRenderComponents()
 		rc.setFlagsFromMaterial(model->getModelPatches()[patchIdx].getMaterial());
 
 		if(!!(model->getModelPatches()[patchIdx].getMaterial()->getRenderingTechniques()
-			  & RenderingTechniqueBit::ALL_RT))
+			  & RenderingTechniqueBit::kAllRt))
 		{
 			rc.initRayTracing(
 				[](U32 lod, const void* userData, RayTracingInstanceQueueElement& el) {
@@ -195,7 +195,7 @@ void ModelNode::initRenderComponents()
 void ModelNode::draw(RenderQueueDrawContext& ctx, ConstWeakArray<void*> userData, U32 modelPatchIdx) const
 {
 	const U32 instanceCount = userData.getSize();
-	ANKI_ASSERT(instanceCount > 0 && instanceCount <= MAX_INSTANCE_COUNT);
+	ANKI_ASSERT(instanceCount > 0 && instanceCount <= kMaxInstanceCount);
 	ANKI_ASSERT(ctx.m_key.getInstanceCount() == instanceCount);
 
 	CommandBufferPtr& cmdb = ctx.m_commandBuffer;
@@ -207,8 +207,8 @@ void ModelNode::draw(RenderQueueDrawContext& ctx, ConstWeakArray<void*> userData
 		const SkinComponent& skinc = getFirstComponentOfType<SkinComponent>();
 
 		// Transforms
-		Array<Mat3x4, MAX_INSTANCE_COUNT> trfs;
-		Array<Mat3x4, MAX_INSTANCE_COUNT> prevTrfs;
+		Array<Mat3x4, kMaxInstanceCount> trfs;
+		Array<Mat3x4, kMaxInstanceCount> prevTrfs;
 		const MoveComponent& movec = getFirstComponentOfType<MoveComponent>();
 		trfs[0] = Mat3x4(movec.getWorldTransform());
 		prevTrfs[0] = Mat3x4(movec.getPreviousWorldTransform());
@@ -228,7 +228,7 @@ void ModelNode::draw(RenderQueueDrawContext& ctx, ConstWeakArray<void*> userData
 			moved = moved || (trfs[i] != prevTrfs[i]);
 		}
 
-		ctx.m_key.setVelocity(moved && ctx.m_key.getRenderingTechnique() == RenderingTechnique::GBUFFER);
+		ctx.m_key.setVelocity(moved && ctx.m_key.getRenderingTechnique() == RenderingTechnique::kGBuffer);
 		ctx.m_key.setSkinned(skinc.isEnabled());
 		ModelRenderingInfo modelInf;
 		patch.getRenderingInfo(ctx.m_key, modelInf);
@@ -246,10 +246,10 @@ void ModelNode::draw(RenderQueueDrawContext& ctx, ConstWeakArray<void*> userData
 															tokenPrev);
 			memcpy(trfs, &skinc.getPreviousFrameBoneTransforms()[0], boneCount * sizeof(Mat4));
 
-			cmdb->bindStorageBuffer(MATERIAL_SET_LOCAL, MATERIAL_BINDING_BONE_TRANSFORMS, token.m_buffer,
-									token.m_offset, token.m_range);
+			cmdb->bindStorageBuffer(kMaterialSetLocal, kMaterialBindingBoneTransforms, token.m_buffer, token.m_offset,
+									token.m_range);
 
-			cmdb->bindStorageBuffer(MATERIAL_SET_LOCAL, MATERIAL_BINDING_PREVIOUS_BONE_TRANSFORMS, tokenPrev.m_buffer,
+			cmdb->bindStorageBuffer(kMaterialSetLocal, kMaterialBindingPreviousBoneTransforms, tokenPrev.m_buffer,
 									tokenPrev.m_offset, tokenPrev.m_range);
 		}
 
@@ -389,7 +389,7 @@ void ModelNode::setupRayTracingInstanceQueueElement(U32 lod, U32 modelPatchIdx,
 	const ModelComponent& modelc = getFirstComponentOfType<ModelComponent>();
 	const ModelPatch& patch = modelc.getModelResource()->getModelPatches()[modelPatchIdx];
 
-	RenderingKey key(RenderingTechnique::RT_SHADOW, lod, 1, false, false);
+	RenderingKey key(RenderingTechnique::kRtShadow, lod, 1, false, false);
 
 	ModelRayTracingInfo info;
 	patch.getRayTracingInfo(key, info);

+ 2 - 2
AnKi/Scene/Visibility.cpp

@@ -27,7 +27,7 @@ namespace anki {
 
 static U8 computeLod(const FrustumComponent& frc, F32 distanceFromTheNearPlane)
 {
-	static_assert(MAX_LOD_COUNT == 3, "Wrong assumption");
+	static_assert(kMaxLodCount == 3, "Wrong assumption");
 	U8 lod;
 	if(distanceFromTheNearPlane < 0.0f)
 	{
@@ -474,7 +474,7 @@ void VisibilityTestTask::test(ThreadHive& hive, U32 taskId)
 				{
 					cascadeCount = max<U32>(testedFrc.getShadowCascadeCount(), 1);
 				}
-				ANKI_ASSERT(cascadeCount <= MAX_SHADOW_CASCADES);
+				ANKI_ASSERT(cascadeCount <= kMaxShadowCascades);
 
 				// Create some dummy frustum components and initialize them
 				WeakArray<FrustumComponent> cascadeFrustumComponents(

+ 4 - 4
AnKi/Script/LuaBinder.h

@@ -60,7 +60,7 @@ public:
 		ANKI_ASSERT(info);
 		m_sig = info->m_signature;
 		m_info = info;
-		m_addressOrGarbageCollect = GARBAGE_COLLECTED;
+		m_addressOrGarbageCollect = kGarbageCollectedMagic;
 	}
 
 	/// @note Accepting const void* is wrong because getData returns a mutable pointer. Fix that.
@@ -70,14 +70,14 @@ public:
 		m_sig = info->m_signature;
 		m_info = info;
 		const U64 addr = ptrToNumber(ptrToObject);
-		ANKI_ASSERT(addr != GARBAGE_COLLECTED && "Can't use this address");
+		ANKI_ASSERT(addr != kGarbageCollectedMagic && "Can't use this address");
 		m_addressOrGarbageCollect = addr;
 	}
 
 	Bool isGarbageCollected() const
 	{
 		ANKI_ASSERT(m_addressOrGarbageCollect != 0);
-		return m_addressOrGarbageCollect == GARBAGE_COLLECTED;
+		return m_addressOrGarbageCollect == kGarbageCollectedMagic;
 	}
 
 	template<typename T>
@@ -121,7 +121,7 @@ public:
 	static const LuaUserDataTypeInfo& getDataTypeInfoFor();
 
 private:
-	static constexpr U64 GARBAGE_COLLECTED = 0xFAFC0FEEDEADB1FF;
+	static constexpr U64 kGarbageCollectedMagic = 0xFAFC0FEEDEADB1FF;
 
 	I64 m_sig = 0; ///< Signature to identify the user data.
 

+ 1 - 1
AnKi/ShaderCompiler/Common.h

@@ -20,7 +20,7 @@ namespace anki {
 #define ANKI_SHADER_COMPILER_LOGW(...) ANKI_LOG("SHCO", kWarning, __VA_ARGS__)
 #define ANKI_SHADER_COMPILER_LOGF(...) ANKI_LOG("SHCO", kFatal, __VA_ARGS__)
 
-constexpr U32 MAX_SHADER_BINARY_NAME_LENGTH = 127;
+constexpr U32 kMaxShaderBinaryNameLength = 127;
 
 using MutatorValue = I32; ///< The type of the mutator value
 

+ 7 - 7
AnKi/ShaderCompiler/ShaderProgramBinary.h

@@ -16,7 +16,7 @@ namespace anki {
 class ShaderProgramBinaryVariable
 {
 public:
-	Array<char, MAX_SHADER_BINARY_NAME_LENGTH + 1> m_name = {};
+	Array<char, kMaxShaderBinaryNameLength + 1> m_name = {};
 	ShaderVariableDataType m_type = ShaderVariableDataType::kNone;
 
 	template<typename TSerializer, typename TClass>
@@ -72,7 +72,7 @@ public:
 class ShaderProgramBinaryBlock
 {
 public:
-	Array<char, MAX_SHADER_BINARY_NAME_LENGTH + 1> m_name = {};
+	Array<char, kMaxShaderBinaryNameLength + 1> m_name = {};
 	WeakArray<ShaderProgramBinaryVariable> m_variables;
 	U32 m_binding = kMaxU32;
 	U32 m_set = kMaxU32;
@@ -135,7 +135,7 @@ public:
 class ShaderProgramBinaryOpaque
 {
 public:
-	Array<char, MAX_SHADER_BINARY_NAME_LENGTH + 1> m_name = {};
+	Array<char, kMaxShaderBinaryNameLength + 1> m_name = {};
 	ShaderVariableDataType m_type = ShaderVariableDataType::kNone;
 	U32 m_binding = kMaxU32;
 	U32 m_set = kMaxU32;
@@ -195,7 +195,7 @@ public:
 class ShaderProgramBinaryConstant
 {
 public:
-	Array<char, MAX_SHADER_BINARY_NAME_LENGTH + 1> m_name;
+	Array<char, kMaxShaderBinaryNameLength + 1> m_name;
 	ShaderVariableDataType m_type = ShaderVariableDataType::kNone;
 	U32 m_constantId = kMaxU32;
 
@@ -250,7 +250,7 @@ public:
 class ShaderProgramBinaryStructMember
 {
 public:
-	Array<char, MAX_SHADER_BINARY_NAME_LENGTH + 1> m_name = {};
+	Array<char, kMaxShaderBinaryNameLength + 1> m_name = {};
 
 	/// If the value is ShaderVariableDataType::kNone then it's a struct.
 	ShaderVariableDataType m_type = ShaderVariableDataType::kNone;
@@ -326,7 +326,7 @@ public:
 class ShaderProgramBinaryStruct
 {
 public:
-	Array<char, MAX_SHADER_BINARY_NAME_LENGTH + 1> m_name;
+	Array<char, kMaxShaderBinaryNameLength + 1> m_name;
 	WeakArray<ShaderProgramBinaryStructMember> m_members;
 
 	template<typename TSerializer, typename TClass>
@@ -434,7 +434,7 @@ public:
 class ShaderProgramBinaryMutator
 {
 public:
-	Array<char, MAX_SHADER_BINARY_NAME_LENGTH + 1> m_name = {};
+	Array<char, kMaxShaderBinaryNameLength + 1> m_name = {};
 	WeakArray<MutatorValue> m_values;
 
 	template<typename TSerializer, typename TClass>

+ 7 - 7
AnKi/ShaderCompiler/ShaderProgramBinary.xml

@@ -8,7 +8,7 @@
 	<classes>
 		<class name="ShaderProgramBinaryVariable" comment="Storage or uniform variable">
 			<members>
-				<member name="m_name" type="char" array_size="MAX_SHADER_BINARY_NAME_LENGTH + 1" constructor="= {}" />
+				<member name="m_name" type="char" array_size="kMaxShaderBinaryNameLength + 1" constructor="= {}" />
 				<member name="m_type" type="ShaderVariableDataType" constructor="= ShaderVariableDataType::kNone" />
 			</members>
 		</class>
@@ -22,7 +22,7 @@
 
 		<class name="ShaderProgramBinaryBlock" comment="Storage or uniform block">
 			<members>
-				<member name="m_name" type="char" array_size="MAX_SHADER_BINARY_NAME_LENGTH + 1" constructor="= {}" />
+				<member name="m_name" type="char" array_size="kMaxShaderBinaryNameLength + 1" constructor="= {}" />
 				<member name="m_variables" type="WeakArray&lt;ShaderProgramBinaryVariable&gt;" />
 				<member name="m_binding" type="U32" constructor="= kMaxU32" />
 				<member name="m_set" type="U32" constructor="= kMaxU32" />
@@ -39,7 +39,7 @@
 
 		<class name="ShaderProgramBinaryOpaque" comment="Sampler or texture or image">
 			<members>
-				<member name="m_name" type="char" array_size="MAX_SHADER_BINARY_NAME_LENGTH + 1" constructor="= {}" />
+				<member name="m_name" type="char" array_size="kMaxShaderBinaryNameLength + 1" constructor="= {}" />
 				<member name="m_type" type="ShaderVariableDataType" constructor="= ShaderVariableDataType::kNone" />
 				<member name="m_binding" type="U32" constructor="= kMaxU32" />
 				<member name="m_set" type="U32" constructor="= kMaxU32" />
@@ -55,7 +55,7 @@
 
 		<class name="ShaderProgramBinaryConstant" comment="Specialization constant">
 			<members>
-				<member name="m_name" type="char" array_size="MAX_SHADER_BINARY_NAME_LENGTH + 1" />
+				<member name="m_name" type="char" array_size="kMaxShaderBinaryNameLength + 1" />
 				<member name="m_type" type="ShaderVariableDataType" constructor="= ShaderVariableDataType::kNone" />
 				<member name="m_constantId" type="U32" constructor="= kMaxU32"/>
 			</members>
@@ -69,7 +69,7 @@
 
 		<class name="ShaderProgramBinaryStructMember" comment="A member of a ShaderProgramBinaryStruct">
 			<members>
-				<member name="m_name" type="char" array_size="MAX_SHADER_BINARY_NAME_LENGTH + 1" constructor="= {}" />
+				<member name="m_name" type="char" array_size="kMaxShaderBinaryNameLength + 1" constructor="= {}" />
 				<member name="m_type" type="ShaderVariableDataType" constructor="= ShaderVariableDataType::kNone" comment="If the value is ShaderVariableDataType::kNone then it's a struct" />
 				<member name="m_structIndex" type="U32" constructor="= kMaxU32" comment="If the type is another struct then this points to ShaderProgramBinary::m_structs" />
 				<member name="m_dependentMutator" type="U32" constructor="= kMaxU32" comment="It points to a ShaderProgramBinary::m_mutators. This mutator will turn on or off this member" />
@@ -87,7 +87,7 @@
 
 		<class name="ShaderProgramBinaryStruct" comment="A type that is a structure">
 			<members>
-				<member name="m_name" type="char" array_size="MAX_SHADER_BINARY_NAME_LENGTH + 1" />
+				<member name="m_name" type="char" array_size="kMaxShaderBinaryNameLength + 1" />
 				<member name="m_members" type="WeakArray&lt;ShaderProgramBinaryStructMember&gt;" />
 			</members>
 		</class>
@@ -116,7 +116,7 @@
 
 		<class name="ShaderProgramBinaryMutator" comment="Shader program mutator">
 			<members>
-				<member name="m_name" type="char" array_size="MAX_SHADER_BINARY_NAME_LENGTH + 1" constructor="= {}" />
+				<member name="m_name" type="char" array_size="kMaxShaderBinaryNameLength + 1" constructor="= {}" />
 				<member name="m_values" type="WeakArray&lt;MutatorValue&gt;" />
 			</members>
 		</class>

+ 2 - 2
AnKi/ShaderCompiler/ShaderProgramCompiler.cpp

@@ -644,9 +644,9 @@ public:
 		return Error::kNone;
 	}
 
-	static Error setName(CString in, Array<char, MAX_SHADER_BINARY_NAME_LENGTH + 1>& out)
+	static Error setName(CString in, Array<char, kMaxShaderBinaryNameLength + 1>& out)
 	{
-		if(in.getLength() + 1 > MAX_SHADER_BINARY_NAME_LENGTH)
+		if(in.getLength() + 1 > kMaxShaderBinaryNameLength)
 		{
 			ANKI_SHADER_COMPILER_LOGE("Name too long: %s", in.cstr());
 			return Error::kUserData;

+ 7 - 7
AnKi/ShaderCompiler/ShaderProgramParser.cpp

@@ -15,11 +15,11 @@ namespace anki {
 	ANKI_SHADER_COMPILER_LOGE("%s: " msg_ ": %s", fname.cstr(), line.cstr()); \
 	return Error::kUserData
 
-inline constexpr Array<CString, U32(ShaderType::kCount)> SHADER_STAGE_NAMES = {
+inline constexpr Array<CString, U32(ShaderType::kCount)> kShaderStageNames = {
 	{"VERTEX", "TESSELLATION_CONTROL", "TESSELLATION_EVALUATION", "GEOMETRY", "FRAGMENT", "COMPUTE", "RAY_GEN",
 	 "ANY_HIT", "CLOSEST_HIT", "MISS", "INTERSECTION", "CALLABLE"}};
 
-inline constexpr char SHADER_HEADER[] = R"(#version 460 core
+inline constexpr char kShaderHeader[] = R"(#version 460 core
 #define ANKI_%s_SHADER 1
 #define ANKI_PLATFORM_MOBILE %d
 #define ANKI_FORCE_FULL_FP_PRECISION %d
@@ -278,7 +278,7 @@ Vec4 pow(Vec4 a, F32 b)
 }
 )";
 
-static const U64 SHADER_HEADER_HASH = computeHash(SHADER_HEADER, sizeof(SHADER_HEADER));
+static const U64 kShaderHeaderHash = computeHash(kShaderHeader, sizeof(kShaderHeader));
 
 ShaderProgramParser::ShaderProgramParser(CString fname, ShaderProgramFilesystemInterface* fsystem, BaseMemoryPool* pool,
 										 const ShaderCompilerOptions& compilerOptions)
@@ -381,7 +381,7 @@ Error ShaderProgramParser::parsePragmaStart(const StringRaii* begin, const Strin
 		ANKI_PP_ERROR_MALFORMED();
 	}
 
-	m_codeLines.pushBackSprintf("#ifdef ANKI_%s_SHADER", SHADER_STAGE_NAMES[shaderType].cstr());
+	m_codeLines.pushBackSprintf("#ifdef ANKI_%s_SHADER", kShaderStageNames[shaderType].cstr());
 
 	++begin;
 	if(begin != end)
@@ -461,7 +461,7 @@ Error ShaderProgramParser::parsePragmaMutator(const StringRaii* begin, const Str
 			}
 		}
 
-		if(begin->getLength() > MAX_SHADER_BINARY_NAME_LENGTH)
+		if(begin->getLength() > kMaxShaderBinaryNameLength)
 		{
 			ANKI_PP_ERROR_MALFORMED_MSG("Too big name");
 		}
@@ -1177,7 +1177,7 @@ Error ShaderProgramParser::parse()
 	{
 		if(m_codeSource.getLength())
 		{
-			m_codeSourceHash = appendHash(m_codeSource.getBegin(), m_codeSource.getLength(), SHADER_HEADER_HASH);
+			m_codeSourceHash = appendHash(m_codeSource.getBegin(), m_codeSource.getLength(), kShaderHeaderHash);
 		}
 
 		if(m_libName.getLength() > 0)
@@ -1194,7 +1194,7 @@ Error ShaderProgramParser::parse()
 void ShaderProgramParser::generateAnkiShaderHeader(ShaderType shaderType, const ShaderCompilerOptions& compilerOptions,
 												   StringRaii& header)
 {
-	header.sprintf(SHADER_HEADER, SHADER_STAGE_NAMES[shaderType].cstr(), compilerOptions.m_mobilePlatform,
+	header.sprintf(kShaderHeader, kShaderStageNames[shaderType].cstr(), compilerOptions.m_mobilePlatform,
 				   compilerOptions.m_forceFullFloatingPointPrecision, kMaxBindlessTextures,
 				   kMaxBindlessReadonlyTextureBuffers);
 }

+ 8 - 9
AnKi/Shaders/ForwardShadingCommon.glsl

@@ -11,7 +11,7 @@
 #include <AnKi/Shaders/Include/MaterialTypes.h>
 #include <AnKi/Shaders/Include/GpuSceneTypes.h>
 
-ANKI_BINDLESS_SET(MATERIAL_SET_BINDLESS)
+ANKI_BINDLESS_SET(kMaterialSetBindless)
 
 //
 // Vert
@@ -25,14 +25,13 @@ layout(location = VERTEX_ATTRIBUTE_ID_POSITION) in Vec3 in_position;
 //
 #if defined(ANKI_FRAGMENT_SHADER)
 // Global resources
-layout(set = MATERIAL_SET_GLOBAL,
-	   binding = MATERIAL_BINDING_LINEAR_CLAMP_SAMPLER) uniform sampler u_linearAnyClampSampler;
-layout(set = MATERIAL_SET_GLOBAL, binding = MATERIAL_BINDING_DEPTH_RT) uniform texture2D u_gbufferDepthRt;
-layout(set = MATERIAL_SET_GLOBAL, binding = MATERIAL_BINDING_LIGHT_VOLUME) uniform ANKI_RP texture3D u_lightVol;
-#	define CLUSTERED_SHADING_SET MATERIAL_SET_GLOBAL
-#	define CLUSTERED_SHADING_UNIFORMS_BINDING MATERIAL_BINDING_CLUSTER_SHADING_UNIFORMS
-#	define CLUSTERED_SHADING_LIGHTS_BINDING MATERIAL_BINDING_CLUSTER_SHADING_LIGHTS
-#	define CLUSTERED_SHADING_CLUSTERS_BINDING MATERIAL_BINDING_CLUSTERS
+layout(set = kMaterialSetGlobal, binding = kMaterialBindingLinearClampSampler) uniform sampler u_linearAnyClampSampler;
+layout(set = kMaterialSetGlobal, binding = kMaterialBindingDepthRt) uniform texture2D u_gbufferDepthRt;
+layout(set = kMaterialSetGlobal, binding = kMaterialBindingLightVolume) uniform ANKI_RP texture3D u_lightVol;
+#	define CLUSTERED_SHADING_SET kMaterialSetGlobal
+#	define CLUSTERED_SHADING_UNIFORMS_BINDING kMaterialBindingClusterShadingUniforms
+#	define CLUSTERED_SHADING_LIGHTS_BINDING kMaterialBindingClusterShadingLights
+#	define CLUSTERED_SHADING_CLUSTERS_BINDING kMaterialBindingClusters
 #	include <AnKi/Shaders/ClusteredShadingCommon.glsl>
 
 layout(location = 0) out Vec4 out_color;

+ 3 - 3
AnKi/Shaders/ForwardShadingFog.ankiprog

@@ -22,17 +22,17 @@ struct PerDraw
 #pragma anki member ANKI_RP F32 m_fogDistanceOfMaxThikness
 #pragma anki struct end
 
-layout(set = MATERIAL_SET_GLOBAL, binding = MATERIAL_BINDING_GLOBAL_UNIFORMS) uniform b_ankiGlobalUniforms
+layout(set = kMaterialSetGlobal, binding = kMaterialBindingGlobalUniforms) uniform b_ankiGlobalUniforms
 {
 	MaterialGlobalUniforms u_global;
 };
 
-layout(set = MATERIAL_SET_LOCAL, binding = MATERIAL_BINDING_RENDERABLE_GPU_VIEW) uniform b_renderableGpuViews
+layout(set = kMaterialSetLocal, binding = kMaterialBindingRenderableGpuView) uniform b_renderableGpuViews
 {
 	RenderableGpuView u_renderableGpuViews[1];
 };
 
-layout(set = MATERIAL_SET_LOCAL, binding = MATERIAL_BINDING_LOCAL_UNIFORMS, std430) buffer b_localUniforms
+layout(set = kMaterialSetLocal, binding = kMaterialBindingLocalUniforms, std430) buffer b_localUniforms
 {
 	U32 u_localUniforms[];
 };

+ 5 - 5
AnKi/Shaders/ForwardShadingGenericTransparent.ankiprog

@@ -16,24 +16,24 @@
 #pragma anki member ANKI_RP Vec4 m_colorBias
 #pragma anki struct end
 
-layout(set = MATERIAL_SET_GLOBAL, binding = MATERIAL_BINDING_GLOBAL_UNIFORMS) uniform b_ankiGlobalUniforms
+layout(set = kMaterialSetGlobal, binding = kMaterialBindingGlobalUniforms) uniform b_ankiGlobalUniforms
 {
 	MaterialGlobalUniforms u_ankiGlobals;
 };
 
-layout(set = MATERIAL_SET_GLOBAL, binding = MATERIAL_BINDING_TRILINEAR_REPEAT_SAMPLER) uniform sampler u_globalSampler;
+layout(set = kMaterialSetGlobal, binding = kMaterialBindingTrilinearRepeatSampler) uniform sampler u_globalSampler;
 
-layout(set = MATERIAL_SET_LOCAL, binding = MATERIAL_BINDING_LOCAL_UNIFORMS, std430) buffer b_localUniforms
+layout(set = kMaterialSetLocal, binding = kMaterialBindingLocalUniforms, std430) buffer b_localUniforms
 {
 	U32 u_localUniforms[];
 };
 
-layout(set = MATERIAL_SET_LOCAL, binding = MATERIAL_BINDING_RENDERABLE_GPU_VIEW) uniform b_renderableGpuViews
+layout(set = kMaterialSetLocal, binding = kMaterialBindingRenderableGpuView) uniform b_renderableGpuViews
 {
 	RenderableGpuView u_renderableGpuViews[1];
 };
 
-layout(set = MATERIAL_SET_GLOBAL, binding = MATERIAL_BINDING_GLOBAL_UNIFORMS) uniform b_globalUniforms
+layout(set = kMaterialSetGlobal, binding = kMaterialBindingGlobalUniforms) uniform b_globalUniforms
 {
 	MaterialGlobalUniforms u_globalUniforms;
 };

+ 4 - 4
AnKi/Shaders/ForwardShadingParticles.ankiprog

@@ -17,19 +17,19 @@
 #pragma anki member U32 m_diffuseMap
 #pragma anki struct end
 
-layout(set = MATERIAL_SET_GLOBAL, binding = MATERIAL_BINDING_GLOBAL_UNIFORMS) uniform b_ankiGlobalUniforms
+layout(set = kMaterialSetGlobal, binding = kMaterialBindingGlobalUniforms) uniform b_ankiGlobalUniforms
 {
 	MaterialGlobalUniforms u_ankiGlobals;
 };
 
-layout(set = MATERIAL_SET_GLOBAL, binding = MATERIAL_BINDING_TRILINEAR_REPEAT_SAMPLER) uniform sampler u_globalSampler;
+layout(set = kMaterialSetGlobal, binding = kMaterialBindingTrilinearRepeatSampler) uniform sampler u_globalSampler;
 
-layout(set = MATERIAL_SET_LOCAL, binding = MATERIAL_BINDING_LOCAL_UNIFORMS, std430) buffer b_localUniforms
+layout(set = kMaterialSetLocal, binding = kMaterialBindingLocalUniforms, std430) buffer b_localUniforms
 {
 	U32 u_localUniforms[];
 };
 
-layout(set = MATERIAL_SET_LOCAL, binding = MATERIAL_BINDING_RENDERABLE_GPU_VIEW) uniform b_renderableGpuViews
+layout(set = kMaterialSetLocal, binding = kMaterialBindingRenderableGpuView) uniform b_renderableGpuViews
 {
 	RenderableGpuView u_renderableGpuViews[1];
 };

+ 1 - 1
AnKi/Shaders/GBufferCommon.glsl

@@ -13,7 +13,7 @@
 #include <AnKi/Shaders/Include/GpuSceneTypes.h>
 #include <AnKi/Shaders/Common.glsl>
 
-ANKI_BINDLESS_SET(MATERIAL_SET_BINDLESS)
+ANKI_BINDLESS_SET(kMaterialSetBindless)
 
 #define REALLY_USING_PARALLAX \
 	(PARALLAX == 1 && ANKI_TECHNIQUE == RENDERING_TECHNIQUE_GBUFFER && ANKI_LOD == 0 && ALPHA_TEST == 0)

+ 7 - 7
AnKi/Shaders/GBufferGeneric.ankiprog

@@ -28,7 +28,7 @@
 
 #include <AnKi/Shaders/GBufferCommon.glsl>
 
-layout(set = MATERIAL_SET_GLOBAL, binding = MATERIAL_BINDING_TRILINEAR_REPEAT_SAMPLER) uniform sampler u_globalSampler;
+layout(set = kMaterialSetGlobal, binding = kMaterialBindingTrilinearRepeatSampler) uniform sampler u_globalSampler;
 
 #pragma anki reflect AnKiLocalUniforms
 #pragma anki struct AnKiLocalUniforms
@@ -55,31 +55,31 @@ layout(set = MATERIAL_SET_GLOBAL, binding = MATERIAL_BINDING_TRILINEAR_REPEAT_SA
 #pragma anki member ANKI_RP F32 m_subsurface
 #pragma anki struct end
 
-layout(set = MATERIAL_SET_LOCAL, binding = MATERIAL_BINDING_LOCAL_UNIFORMS, std430) buffer b_localUniforms
+layout(set = kMaterialSetLocal, binding = kMaterialBindingLocalUniforms, std430) buffer b_localUniforms
 {
 	U32 u_localUniforms[];
 };
 
-layout(set = MATERIAL_SET_LOCAL, binding = MATERIAL_BINDING_RENDERABLE_GPU_VIEW) uniform b_renderableGpuView
+layout(set = kMaterialSetLocal, binding = kMaterialBindingRenderableGpuView) uniform b_renderableGpuView
 {
-	RenderableGpuView u_renderableGpuViews[MAX_INSTANCE_COUNT];
+	RenderableGpuView u_renderableGpuViews[kMaxInstanceCount];
 };
 
-layout(set = MATERIAL_SET_GLOBAL, binding = MATERIAL_BINDING_GLOBAL_UNIFORMS) uniform b_globalUniforms
+layout(set = kMaterialSetGlobal, binding = kMaterialBindingGlobalUniforms) uniform b_globalUniforms
 {
 	MaterialGlobalUniforms u_globalUniforms;
 };
 
 #if ANKI_BONES
 #	pragma anki reflect b_boneTransforms
-layout(set = MATERIAL_SET_LOCAL, binding = MATERIAL_BINDING_BONE_TRANSFORMS, row_major,
+layout(set = kMaterialSetLocal, binding = kMaterialBindingBoneTransforms, row_major,
 	   std140) readonly buffer b_boneTransforms
 {
 	Mat4 u_boneTransforms[];
 };
 
 #	pragma anki reflect b_prevFrameBoneTransforms
-layout(set = MATERIAL_SET_LOCAL, binding = MATERIAL_BINDING_PREVIOUS_BONE_TRANSFORMS, row_major,
+layout(set = kMaterialSetLocal, binding = kMaterialBindingPreviousBoneTransforms, row_major,
 	   std140) readonly buffer b_prevFrameBoneTransforms
 {
 	Mat4 u_prevFrameBoneTransforms[];

+ 4 - 4
AnKi/Shaders/GBufferGpuParticles.ankiprog

@@ -20,22 +20,22 @@
 #pragma anki member ANKI_RP Vec3 m_finalEmission
 #pragma anki struct end
 
-layout(set = MATERIAL_SET_LOCAL, binding = MATERIAL_BINDING_LOCAL_UNIFORMS, std430) buffer b_localUniforms
+layout(set = kMaterialSetLocal, binding = kMaterialBindingLocalUniforms, std430) buffer b_localUniforms
 {
 	U32 u_localUniforms[];
 };
 
-layout(set = MATERIAL_SET_LOCAL, binding = MATERIAL_BINDING_RENDERABLE_GPU_VIEW) uniform b_renderableGpuView
+layout(set = kMaterialSetLocal, binding = kMaterialBindingRenderableGpuView) uniform b_renderableGpuView
 {
 	RenderableGpuView u_renderableGpuViews[1];
 };
 
-layout(set = MATERIAL_SET_GLOBAL, binding = MATERIAL_BINDING_GLOBAL_UNIFORMS) uniform b_globalUniforms
+layout(set = kMaterialSetGlobal, binding = kMaterialBindingGlobalUniforms) uniform b_globalUniforms
 {
 	MaterialGlobalUniforms u_globalUniforms;
 };
 
-layout(set = MATERIAL_SET_LOCAL, binding = MATERIAL_BINDING_FIRST_NON_STANDARD_LOCAL) buffer b_particles
+layout(set = kMaterialSetLocal, binding = kMaterialBindingFirstNonStandardLocal) buffer b_particles
 {
 	GpuParticle u_particles[];
 };

+ 3 - 3
AnKi/Shaders/Include/ClusteredShadingTypes.h

@@ -36,7 +36,7 @@ const U32 MAX_VISIBLE_GLOBAL_ILLUMINATION_PROBES = 8u;
 
 // Other consts
 const ANKI_RP F32 CLUSTER_OBJECT_FRUSTUM_NEAR_PLANE = 0.1f / 4.0f; ///< Near plane of various clusterer object frustums.
-const U32 MAX_SHADOW_CASCADES = 4u;
+const U32 kMaxShadowCascades = 4u;
 const ANKI_RP F32 SUBSURFACE_MIN = 0.01f;
 
 /// Point light.
@@ -117,9 +117,9 @@ struct DirectionalLight
 	U32 m_shadowLayer; ///< Shadow layer used in RT shadows. Also used to show that it doesn't cast shadow.
 	U32 m_padding0;
 
-	Mat4 m_textureMatrices[MAX_SHADOW_CASCADES];
+	Mat4 m_textureMatrices[kMaxShadowCascades];
 };
-const U32 _ANKI_SIZEOF_DirectionalLight = 3u * ANKI_SIZEOF(Vec4) + MAX_SHADOW_CASCADES * ANKI_SIZEOF(Mat4);
+const U32 _ANKI_SIZEOF_DirectionalLight = 3u * ANKI_SIZEOF(Vec4) + kMaxShadowCascades * ANKI_SIZEOF(Mat4);
 ANKI_SHADER_STATIC_ASSERT(sizeof(DirectionalLight) == _ANKI_SIZEOF_DirectionalLight);
 
 /// Representation of a reflection probe.

+ 2 - 2
AnKi/Shaders/Include/Common.h

@@ -76,7 +76,7 @@ ANKI_END_NAMESPACE
 ANKI_BEGIN_NAMESPACE
 
 /// The renderer will group drawcalls into instances up to this number.
-const U32 MAX_INSTANCE_COUNT = 64u;
-const U32 MAX_LOD_COUNT = 3u;
+const U32 kMaxInstanceCount = 64u;
+const U32 kMaxLodCount = 3u;
 
 ANKI_END_NAMESPACE

+ 16 - 16
AnKi/Shaders/Include/MaterialTypes.h

@@ -19,29 +19,29 @@ struct MaterialGlobalUniforms
 };
 ANKI_SHADER_STATIC_ASSERT(sizeof(MaterialGlobalUniforms) == 14 * sizeof(Vec4));
 
-const U32 MATERIAL_SET_BINDLESS = 0u;
-const U32 MATERIAL_SET_GLOBAL = 1u;
-const U32 MATERIAL_SET_LOCAL = 2u;
+const U32 kMaterialSetBindless = 0u;
+const U32 kMaterialSetGlobal = 1u;
+const U32 kMaterialSetLocal = 2u;
 
 // Begin global bindings
-const U32 MATERIAL_BINDING_TRILINEAR_REPEAT_SAMPLER = 0u;
-const U32 MATERIAL_BINDING_GLOBAL_UNIFORMS = 1u;
+const U32 kMaterialBindingTrilinearRepeatSampler = 0u;
+const U32 kMaterialBindingGlobalUniforms = 1u;
 
 // For forward shading:
-const U32 MATERIAL_BINDING_LINEAR_CLAMP_SAMPLER = 2u;
-const U32 MATERIAL_BINDING_DEPTH_RT = 3u;
-const U32 MATERIAL_BINDING_LIGHT_VOLUME = 4u;
-const U32 MATERIAL_BINDING_CLUSTER_SHADING_UNIFORMS = 5u;
-const U32 MATERIAL_BINDING_CLUSTER_SHADING_LIGHTS = 6u;
-const U32 MATERIAL_BINDING_CLUSTERS = 9u;
+const U32 kMaterialBindingLinearClampSampler = 2u;
+const U32 kMaterialBindingDepthRt = 3u;
+const U32 kMaterialBindingLightVolume = 4u;
+const U32 kMaterialBindingClusterShadingUniforms = 5u;
+const U32 kMaterialBindingClusterShadingLights = 6u;
+const U32 kMaterialBindingClusters = 9u;
 // End global bindings
 
 // Begin local bindings
-const U32 MATERIAL_BINDING_LOCAL_UNIFORMS = 0u;
-const U32 MATERIAL_BINDING_RENDERABLE_GPU_VIEW = 1u;
-const U32 MATERIAL_BINDING_BONE_TRANSFORMS = 2u;
-const U32 MATERIAL_BINDING_PREVIOUS_BONE_TRANSFORMS = 3u;
-const U32 MATERIAL_BINDING_FIRST_NON_STANDARD_LOCAL = 4u;
+const U32 kMaterialBindingLocalUniforms = 0u;
+const U32 kMaterialBindingRenderableGpuView = 1u;
+const U32 kMaterialBindingBoneTransforms = 2u;
+const U32 kMaterialBindingPreviousBoneTransforms = 3u;
+const U32 kMaterialBindingFirstNonStandardLocal = 4u;
 // End local bindings
 
 ANKI_END_NAMESPACE

+ 16 - 16
AnKi/Shaders/Include/ModelTypes.h

@@ -13,20 +13,20 @@ ANKI_BEGIN_NAMESPACE
 #if defined(__cplusplus)
 enum class VertexAttributeId : U8
 {
-	POSITION,
-	UV0,
-	UV1,
-	NORMAL,
-	TANGENT,
-	COLOR,
-	BONE_WEIGHTS,
-	BONE_INDICES,
+	kPosition,
+	kUv0,
+	kUv1,
+	kNormal,
+	kTangent,
+	kColor,
+	kBoneWeights,
+	kBoneIndices,
 
 	kCount,
-	kFirst = POSITION,
+	kFirst = kPosition,
 
-	SCALE = UV0, ///< Only for particles.
-	ALPHA = UV1, ///< Only for particles.
+	SCALE = kUv0, ///< Only for particles.
+	ALPHA = kUv1, ///< Only for particles.
 };
 ANKI_ENUM_ALLOW_NUMERIC_OPERATIONS(VertexAttributeId)
 #else
@@ -48,11 +48,11 @@ const U32 VERTEX_ATTRIBUTE_ID_ALPHA = VERTEX_ATTRIBUTE_ID_UV1; ///< Only for par
 #if defined(__cplusplus)
 enum class VertexAttributeBufferId : U8
 {
-	POSITION,
-	NORMAL_TANGENT_UV0,
-	BONE,
+	kPosition,
+	kNormalTangentUv0,
+	kBone,
 
-	COUNT
+	kCount
 };
 ANKI_ENUM_ALLOW_NUMERIC_OPERATIONS(VertexAttributeBufferId)
 #else
@@ -90,7 +90,7 @@ struct MeshGpuDescriptor
 {
 	Address m_indexBufferPtr; ///< Points to a buffer of U16 indices.
 #if defined(__cplusplus)
-	Array<Address, U(VertexAttributeBufferId::COUNT)> m_vertexBufferPtrs;
+	Array<Address, U(VertexAttributeBufferId::kCount)> m_vertexBufferPtrs;
 #else
 	Address m_vertexBufferPtrs[VERTEX_ATTRIBUTE_BUFFER_ID_COUNT];
 #endif

+ 1 - 1
AnKi/Shaders/LightFunctions.glsl

@@ -235,7 +235,7 @@ ANKI_RP F32 computeShadowFactorDirLight(DirectionalLight light, U32 cascadeIdx,
 #define ANKI_FAST_CASCADES_WORKAROUND 1 // Doesn't make sense but it's super fast
 
 #if ANKI_FAST_CASCADES_WORKAROUND
-	// Assumes MAX_SHADOW_CASCADES is 4
+	// Assumes kMaxShadowCascades is 4
 	Mat4 lightProjectionMat;
 	switch(cascadeIdx)
 	{

+ 3 - 3
AnKi/Ui/Canvas.cpp

@@ -38,7 +38,7 @@ Error Canvas::init(FontPtr font, U32 fontHeight, U32 width, U32 height)
 	// Create program
 	ANKI_CHECK(m_manager->getResourceManager().loadResource("ShaderBinaries/Ui.ankiprogbin", m_prog));
 
-	for(U32 i = 0; i < SHADER_COUNT; ++i)
+	for(U32 i = 0; i < kShaderCount; ++i)
 	{
 		const ShaderProgramResourceVariant* variant;
 		ShaderProgramResourceVariantInitInfo variantInitInfo(m_prog);
@@ -308,11 +308,11 @@ void Canvas::appendToCommandBufferInternal(CommandBufferPtr& cmdb)
 					}
 					else if(textureView.isCreated())
 					{
-						cmdb->bindShaderProgram(m_grProgs[RGBA_TEX]);
+						cmdb->bindShaderProgram(m_grProgs[kRgbaTex]);
 					}
 					else
 					{
-						cmdb->bindShaderProgram(m_grProgs[NO_TEX]);
+						cmdb->bindShaderProgram(m_grProgs[kNoTex]);
 					}
 
 					// Bindings

+ 4 - 4
AnKi/Ui/Canvas.h

@@ -75,13 +75,13 @@ private:
 
 	enum ShaderType
 	{
-		NO_TEX,
-		RGBA_TEX,
-		SHADER_COUNT
+		kNoTex,
+		kRgbaTex,
+		kShaderCount
 	};
 
 	ShaderProgramResourcePtr m_prog;
-	Array<ShaderProgramPtr, SHADER_COUNT> m_grProgs;
+	Array<ShaderProgramPtr, kShaderCount> m_grProgs;
 	SamplerPtr m_linearLinearRepeatSampler;
 	SamplerPtr m_nearestNearestRepeatSampler;
 

+ 0 - 1
AnKi/Ui/Common.h

@@ -9,7 +9,6 @@
 #include <AnKi/Ui/ImGuiConfig.h>
 #include <ImGui/imgui.h>
 
-#include <AnKi/Util/Allocator.h>
 #include <AnKi/Util/Ptr.h>
 #include <AnKi/Gr/TextureView.h>
 

+ 1 - 1
AnKi/Util.h

@@ -21,7 +21,7 @@
 #include <AnKi/Util/HighRezTimer.h>
 #include <AnKi/Util/List.h>
 #include <AnKi/Util/Logger.h>
-#include <AnKi/Util/CpuMemoryPools.h>
+#include <AnKi/Util/MemoryPool.h>
 #include <AnKi/Util/Hierarchy.h>
 #include <AnKi/Util/Ptr.h>
 #include <AnKi/Util/Singleton.h>

+ 4 - 4
AnKi/Util/Allocator.h

@@ -6,7 +6,7 @@
 #pragma once
 
 #include <AnKi/Util/Assert.h>
-#include <AnKi/Util/CpuMemoryPools.h>
+#include <AnKi/Util/MemoryPool.h>
 #include <AnKi/Util/Logger.h>
 #include <AnKi/Util/Forward.h>
 #include <cstddef> // For ptrdiff_t
@@ -424,15 +424,15 @@ inline Bool operator!=(const GenericPoolAllocator<T1, TPool>&, const AnotherAllo
 
 /// Allocator using the base memory pool.
 template<typename T>
-using GenericMemoryPoolAllocator = GenericPoolAllocator<T, BaseMemoryPool>;
+using GenericMemoryPoolAllocator = GenericPoolAllocator<T, RefCountedMemoryPool<BaseMemoryPool>>;
 
 /// Heap based allocator. The default allocator. It uses malloc and free for allocations/deallocations
 template<typename T>
-using HeapAllocator = GenericPoolAllocator<T, HeapMemoryPool>;
+using HeapAllocator = GenericPoolAllocator<T, RefCountedMemoryPool<HeapMemoryPool>>;
 
 /// Allocator that uses a StackMemoryPool
 template<typename T>
-using StackAllocator = GenericPoolAllocator<T, StackMemoryPool>;
+using StackAllocator = GenericPoolAllocator<T, RefCountedMemoryPool<StackMemoryPool>>;
 
 #define ANKI_FRIEND_ALLOCATOR \
 	template<typename, typename> \

+ 2 - 2
AnKi/Util/BitSet.h

@@ -232,8 +232,8 @@ public:
 	/// Any are enabled.
 	Bool getAny() const
 	{
-		static const BitSet ZERO(false);
-		return *this != ZERO;
+		const BitSet kZero(false);
+		return *this != kZero;
 	}
 
 	/// Count bits.

+ 1 - 1
AnKi/Util/CMakeLists.txt

@@ -3,7 +3,7 @@ set(sources
 	Functions.cpp
 	File.cpp
 	Filesystem.cpp
-	CpuMemoryPools.cpp
+	MemoryPool.cpp
 	System.cpp
 	HighRezTimer.cpp
 	ThreadPool.cpp

+ 1 - 1
AnKi/Util/DynamicArray.h

@@ -5,7 +5,7 @@
 
 #pragma once
 
-#include <AnKi/Util/CpuMemoryPools.h>
+#include <AnKi/Util/MemoryPool.h>
 #include <AnKi/Util/Functions.h>
 #include <AnKi/Util/Forward.h>
 

+ 1 - 1
AnKi/Util/Function.h

@@ -5,7 +5,7 @@
 
 #pragma once
 
-#include <AnKi/Util/CpuMemoryPools.h>
+#include <AnKi/Util/MemoryPool.h>
 #include <AnKi/Util/Forward.h>
 #include <AnKi/Util/Array.h>
 

+ 1 - 1
AnKi/Util/HashMap.h

@@ -5,7 +5,7 @@
 
 #pragma once
 
-#include <AnKi/Util/CpuMemoryPools.h>
+#include <AnKi/Util/MemoryPool.h>
 #include <AnKi/Util/Functions.h>
 #include <AnKi/Util/SparseArray.h>
 

+ 1 - 1
AnKi/Util/List.h

@@ -5,7 +5,7 @@
 
 #pragma once
 
-#include <AnKi/Util/CpuMemoryPools.h>
+#include <AnKi/Util/MemoryPool.h>
 #include <AnKi/Util/Forward.h>
 #include <functional>
 

+ 1 - 2
AnKi/Util/CpuMemoryPools.cpp → AnKi/Util/MemoryPool.cpp

@@ -3,7 +3,7 @@
 // Code licensed under the BSD License.
 // http://www.anki3d.org/LICENSE
 
-#include <AnKi/Util/CpuMemoryPools.h>
+#include <AnKi/Util/MemoryPool.h>
 #include <AnKi/Util/Functions.h>
 #include <AnKi/Util/Assert.h>
 #include <AnKi/Util/Thread.h>
@@ -153,7 +153,6 @@ void BaseMemoryPool::init(AllocAlignedCallback allocCb, void* allocCbUserData, c
 
 void BaseMemoryPool::destroy()
 {
-	ANKI_ASSERT(m_refcount.load() == 0 && "Refcount should be zero");
 	if(m_name != nullptr)
 	{
 		m_allocCb(m_allocCbUserData, m_name, 0, 0);

+ 21 - 21
AnKi/Util/CpuMemoryPools.h → AnKi/Util/MemoryPool.h

@@ -66,22 +66,6 @@ public:
 	/// @param[in, out] ptr Memory block to deallocate
 	void free(void* ptr);
 
-	void retain() const
-	{
-		m_refcount.fetchAdd(1);
-	}
-
-	I32 release() const
-	{
-		return m_refcount.fetchSub(1);
-	}
-
-	/// Get number of users.
-	U32 getUsersCount() const
-	{
-		return m_refcount.load();
-	}
-
 	/// Get allocation callback.
 	AllocAlignedCallback getAllocationCallback() const
 	{
@@ -134,9 +118,6 @@ protected:
 	void destroy();
 
 private:
-	/// Refcount.
-	mutable Atomic<I32> m_refcount = {0};
-
 	/// Optional name.
 	char* m_name = nullptr;
 
@@ -145,7 +126,7 @@ private:
 };
 
 /// A dummy interface to match the StackMemoryPool interfaces in order to be used by the same allocator template.
-class HeapMemoryPool final : public BaseMemoryPool
+class HeapMemoryPool : public BaseMemoryPool
 {
 public:
 	/// Construct it.
@@ -191,7 +172,7 @@ private:
 
 /// Thread safe memory pool. It's a preallocated memory pool that is used for memory allocations on top of that
 /// preallocated memory. It is mainly used by fast stack allocators
-class StackMemoryPool final : public BaseMemoryPool
+class StackMemoryPool : public BaseMemoryPool
 {
 public:
 	StackMemoryPool()
@@ -378,6 +359,25 @@ public:
 	}
 };
 
+/// A wrapper class that adds a refcount to a memory pool.
+template<typename TMemPool>
+class RefCountedMemoryPool : public TMemPool
+{
+public:
+	void retain() const
+	{
+		m_refcount.fetchAdd(1);
+	}
+
+	I32 release() const
+	{
+		return m_refcount.fetchSub(1);
+	}
+
+private:
+	mutable Atomic<I32> m_refcount = {0};
+};
+
 inline void* BaseMemoryPool::allocate(PtrSize size, PtrSize alignmentBytes)
 {
 	void* out = nullptr;

+ 1 - 1
AnKi/Util/Ptr.h

@@ -5,7 +5,7 @@
 
 #pragma once
 
-#include <AnKi/Util/CpuMemoryPools.h>
+#include <AnKi/Util/MemoryPool.h>
 
 namespace anki {
 

+ 1 - 1
AnKi/Util/StdTypes.h

@@ -81,7 +81,7 @@ constexpr Second kMaxSecond = kMaxF64;
 constexpr Second kMinSecond = kMinF64;
 
 using Timestamp = U64; ///< Timestamp type.
-constexpr Timestamp MAX_TIMESTAMP = kMaxU64;
+constexpr Timestamp kMaxTimestamp = kMaxU64;
 
 // Numeric limits
 template<typename T>

+ 1 - 1
AnKi/Util/ThreadHive.h

@@ -7,7 +7,7 @@
 
 #include <AnKi/Util/Thread.h>
 #include <AnKi/Util/WeakArray.h>
-#include <AnKi/Util/CpuMemoryPools.h>
+#include <AnKi/Util/MemoryPool.h>
 
 namespace anki {
 

+ 0 - 16
Tests/Util/Allocator.cpp

@@ -50,22 +50,6 @@ ANKI_TEST(Util, StackAllocator)
 		ANKI_TEST_EXPECT_EQ(sum, sumi);
 	}
 
-	// Copy around
-	{
-		using Alloc = StackAllocator<Foo>;
-
-		Alloc a(allocAligned, nullptr, (sizeof(Foo) + 1) * 10);
-
-		Alloc b(allocAligned, nullptr, (sizeof(Foo) + 1) * 10);
-
-		a = b;
-		ANKI_TEST_EXPECT_EQ(a.getMemoryPool().getUsersCount(), 2);
-
-		b = a;
-		ANKI_TEST_EXPECT_EQ(&a.getMemoryPool(), &b.getMemoryPool());
-		ANKI_TEST_EXPECT_EQ(a.getMemoryPool().getUsersCount(), 2);
-	}
-
 	// Reset
 	{
 		using Alloc = StackAllocator<U8>;

+ 1 - 1
Tests/Util/Memory.cpp

@@ -5,7 +5,7 @@
 
 #include <Tests/Framework/Framework.h>
 #include <Tests/Util/Foo.h>
-#include <AnKi/Util/CpuMemoryPools.h>
+#include <AnKi/Util/MemoryPool.h>
 #include <AnKi/Util/ThreadPool.h>
 #include <type_traits>
 #include <cstring>