Daniele Bartolini 9 лет назад
Родитель
Сommit
818afbd66c
3 измененных файлов с 34 добавлено и 34 удалено
  1. 7 7
      src/device/input_device.cpp
  2. 20 20
      src/world/render_world.cpp
  3. 7 7
      src/world/scene_graph.cpp

+ 7 - 7
src/device/input_device.cpp

@@ -143,13 +143,13 @@ namespace input_device
 		id->_last_button = 0;
 
 		id->_last_state  = (u8*         )&id[1];
-		id->_state       = (u8*         )memory::align_top(id->_last_state + num_buttons,  alignof(*id->_state      ));
-		id->_axis        = (Vector3*    )memory::align_top(id->_state + num_buttons,       alignof(*id->_axis       ));
-		id->_button_name = (const char**)memory::align_top(id->_axis + num_axes,           alignof(*id->_button_name));
-		id->_axis_name   = (const char**)memory::align_top(id->_button_name + num_buttons, alignof(*id->_axis_name  ));
-		id->_button_hash = (StringId32* )memory::align_top(id->_axis_name + num_axes,      alignof(*id->_button_hash));
-		id->_axis_hash   = (StringId32* )memory::align_top(id->_button_hash + num_buttons, alignof(*id->_axis_hash  ));
-		id->_name        = (char*       )memory::align_top(id->_axis_hash + num_axes,      alignof(*id->_name       ));
+		id->_state       = (u8*         )memory::align_top(id->_last_state + num_buttons,  alignof(u8         ));
+		id->_axis        = (Vector3*    )memory::align_top(id->_state + num_buttons,       alignof(Vector3    ));
+		id->_button_name = (const char**)memory::align_top(id->_axis + num_axes,           alignof(const char*));
+		id->_axis_name   = (const char**)memory::align_top(id->_button_name + num_buttons, alignof(const char*));
+		id->_button_hash = (StringId32* )memory::align_top(id->_axis_name + num_axes,      alignof(StringId32 ));
+		id->_axis_hash   = (StringId32* )memory::align_top(id->_button_hash + num_buttons, alignof(StringId32 ));
+		id->_name        = (char*       )memory::align_top(id->_axis_hash + num_axes,      alignof(char       ));
 
 		memset(id->_last_state, 0, sizeof(u8)*num_buttons);
 		memset(id->_state, 0, sizeof(u8)*num_buttons);

+ 20 - 20
src/world/render_world.cpp

@@ -418,13 +418,13 @@ void RenderWorld::MeshManager::allocate(u32 num)
 	new_data.first_hidden = _data.first_hidden;
 
 	new_data.unit          = (UnitId*             )new_data.buffer;
-	new_data.resource      = (const MeshResource**)memory::align_top(new_data.unit + num,     alignof(*new_data.resource));
-	new_data.geometry      = (const MeshGeometry**)memory::align_top(new_data.resource + num, alignof(*new_data.geometry));
-	new_data.mesh          = (MeshData*           )memory::align_top(new_data.geometry + num, alignof(*new_data.mesh));
-	new_data.material      = (StringId64*         )memory::align_top(new_data.mesh + num,     alignof(*new_data.material));
-	new_data.world         = (Matrix4x4*          )memory::align_top(new_data.material + num, alignof(*new_data.world));
-	new_data.obb           = (OBB*                )memory::align_top(new_data.world + num,    alignof(*new_data.obb));
-	new_data.next_instance = (MeshInstance*       )memory::align_top(new_data.obb + num,      alignof(*new_data.next_instance));
+	new_data.resource      = (const MeshResource**)memory::align_top(new_data.unit + num,     alignof(const MeshResource*));
+	new_data.geometry      = (const MeshGeometry**)memory::align_top(new_data.resource + num, alignof(const MeshGeometry*));
+	new_data.mesh          = (MeshData*           )memory::align_top(new_data.geometry + num, alignof(MeshData           ));
+	new_data.material      = (StringId64*         )memory::align_top(new_data.mesh + num,     alignof(StringId64         ));
+	new_data.world         = (Matrix4x4*          )memory::align_top(new_data.material + num, alignof(Matrix4x4          ));
+	new_data.obb           = (OBB*                )memory::align_top(new_data.world + num,    alignof(OBB                ));
+	new_data.next_instance = (MeshInstance*       )memory::align_top(new_data.obb + num,      alignof(MeshInstance       ));
 
 	memcpy(new_data.unit, _data.unit, _data.size * sizeof(UnitId));
 	memcpy(new_data.resource, _data.resource, _data.size * sizeof(MeshResource*));
@@ -617,13 +617,13 @@ void RenderWorld::SpriteManager::allocate(u32 num)
 	new_data.first_hidden = _data.first_hidden;
 
 	new_data.unit          = (UnitId*               )new_data.buffer;
-	new_data.resource      = (const SpriteResource**)memory::align_top(new_data.unit + num,     alignof(*new_data.resource));
-	new_data.sprite        = (SpriteData*           )memory::align_top(new_data.resource + num, alignof(*new_data.sprite));
-	new_data.material      = (StringId64*           )memory::align_top(new_data.sprite + num,   alignof(*new_data.material));
-	new_data.frame         = (u32*                  )memory::align_top(new_data.material + num, alignof(*new_data.frame));
-	new_data.world         = (Matrix4x4*            )memory::align_top(new_data.frame + num,    alignof(*new_data.world));
-	new_data.aabb          = (AABB*                 )memory::align_top(new_data.world + num,    alignof(*new_data.aabb));
-	new_data.next_instance = (SpriteInstance*       )memory::align_top(new_data.aabb + num,     alignof(*new_data.next_instance));
+	new_data.resource      = (const SpriteResource**)memory::align_top(new_data.unit + num,     alignof(const SpriteResource*));
+	new_data.sprite        = (SpriteData*           )memory::align_top(new_data.resource + num, alignof(SpriteData           ));
+	new_data.material      = (StringId64*           )memory::align_top(new_data.sprite + num,   alignof(StringId64           ));
+	new_data.frame         = (u32*                  )memory::align_top(new_data.material + num, alignof(u32                  ));
+	new_data.world         = (Matrix4x4*            )memory::align_top(new_data.frame + num,    alignof(Matrix4x4            ));
+	new_data.aabb          = (AABB*                 )memory::align_top(new_data.world + num,    alignof(AABB                 ));
+	new_data.next_instance = (SpriteInstance*       )memory::align_top(new_data.aabb + num,     alignof(SpriteInstance       ));
 
 	memcpy(new_data.unit, _data.unit, _data.size * sizeof(UnitId));
 	memcpy(new_data.resource, _data.resource, _data.size * sizeof(SpriteResource**));
@@ -813,12 +813,12 @@ void RenderWorld::LightManager::allocate(u32 num)
 	new_data.buffer = _allocator->allocate(bytes);
 
 	new_data.unit       = (UnitId*   )new_data.buffer;
-	new_data.world      = (Matrix4x4*)memory::align_top(new_data.unit + num,       alignof(*new_data.world));
-	new_data.range      = (f32*      )memory::align_top(new_data.world + num,      alignof(*new_data.range));
-	new_data.intensity  = (f32*      )memory::align_top(new_data.range + num,      alignof(*new_data.intensity));
-	new_data.spot_angle = (f32*      )memory::align_top(new_data.intensity + num,  alignof(*new_data.spot_angle));
-	new_data.color      = (Color4*   )memory::align_top(new_data.spot_angle + num, alignof(*new_data.color));
-	new_data.type       = (u32*      )memory::align_top(new_data.color + num,      alignof(*new_data.type));
+	new_data.world      = (Matrix4x4*)memory::align_top(new_data.unit + num,       alignof(Matrix4x4));
+	new_data.range      = (f32*      )memory::align_top(new_data.world + num,      alignof(f32      ));
+	new_data.intensity  = (f32*      )memory::align_top(new_data.range + num,      alignof(f32      ));
+	new_data.spot_angle = (f32*      )memory::align_top(new_data.intensity + num,  alignof(f32      ));
+	new_data.color      = (Color4*   )memory::align_top(new_data.spot_angle + num, alignof(Color4   ));
+	new_data.type       = (u32*      )memory::align_top(new_data.color + num,      alignof(u32      ));
 
 	memcpy(new_data.unit, _data.unit, _data.size * sizeof(UnitId));
 	memcpy(new_data.world, _data.world, _data.size * sizeof(Matrix4x4));

+ 7 - 7
src/world/scene_graph.cpp

@@ -72,13 +72,13 @@ void SceneGraph::allocate(u32 num)
 	new_data.buffer = _allocator->allocate(bytes);
 
 	new_data.unit         = (UnitId*           )new_data.buffer;
-	new_data.world        = (Matrix4x4*        )memory::align_top(new_data.unit + num,         alignof(*new_data.world));
-	new_data.local        = (Pose*             )memory::align_top(new_data.world + num,        alignof(*new_data.local));
-	new_data.parent       = (TransformInstance*)memory::align_top(new_data.local + num,        alignof(*new_data.parent));
-	new_data.first_child  = (TransformInstance*)memory::align_top(new_data.parent + num,       alignof(*new_data.first_child));
-	new_data.next_sibling = (TransformInstance*)memory::align_top(new_data.first_child + num,  alignof(*new_data.next_sibling));
-	new_data.prev_sibling = (TransformInstance*)memory::align_top(new_data.next_sibling + num, alignof(*new_data.prev_sibling));
-	new_data.changed      = (bool*             )memory::align_top(new_data.prev_sibling + num, alignof(*new_data.changed));
+	new_data.world        = (Matrix4x4*        )memory::align_top(new_data.unit + num,         alignof(Matrix4x4        ));
+	new_data.local        = (Pose*             )memory::align_top(new_data.world + num,        alignof(Pose             ));
+	new_data.parent       = (TransformInstance*)memory::align_top(new_data.local + num,        alignof(TransformInstance));
+	new_data.first_child  = (TransformInstance*)memory::align_top(new_data.parent + num,       alignof(TransformInstance));
+	new_data.next_sibling = (TransformInstance*)memory::align_top(new_data.first_child + num,  alignof(TransformInstance));
+	new_data.prev_sibling = (TransformInstance*)memory::align_top(new_data.next_sibling + num, alignof(TransformInstance));
+	new_data.changed      = (bool*             )memory::align_top(new_data.prev_sibling + num, alignof(bool             ));
 
 	memcpy(new_data.unit, _data.unit, _data.size * sizeof(UnitId));
 	memcpy(new_data.world, _data.world, _data.size * sizeof(Matrix4x4));