Beispiel #1
0
void Shader::memoryUsage( Object::MemoryAccumulator &a ) const
{
	StateRenderable::memoryUsage( a );
	a.accumulate( m_name.capacity() );
	a.accumulate( m_type.capacity() );
	a.accumulate( m_parameters.get() );
}
void NURBSPrimitive::memoryUsage( Object::MemoryAccumulator &a ) const
{
	Primitive::memoryUsage( a );
	a.accumulate( sizeof( m_uOrder ) * 2 );
	a.accumulate( sizeof( m_uMin ) * 4 );
	a.accumulate( m_uKnot.get() );
	a.accumulate( m_vKnot.get() );
}
Beispiel #3
0
void Display::memoryUsage( Object::MemoryAccumulator &a ) const
{
	PreWorldRenderable::memoryUsage( a );
	a.accumulate( m_name.capacity() );
	a.accumulate( m_type.capacity() );
	a.accumulate( m_data.capacity() );
	a.accumulate( m_parameters.get() );
}
void SmoothSkinningData::memoryUsage( Object::MemoryAccumulator &a ) const
{
	Data::memoryUsage( a );
	a.accumulate( m_influenceNames.get() );
	a.accumulate( m_influencePose.get() );
	a.accumulate( m_pointIndexOffsets.get() );
	a.accumulate( m_pointInfluenceCounts.get() );
	a.accumulate( m_pointInfluenceIndices.get() );
	a.accumulate( m_pointInfluenceWeights.get() );
}
void CompoundDataBase::memoryUsage( Object::MemoryAccumulator &accumulator ) const
{
	Data::memoryUsage( accumulator );
	const CompoundDataMap &data = readable();
	accumulator.accumulate( data.size() * sizeof( CompoundDataMap::value_type ) );

	CompoundDataMap::const_iterator iter = data.begin();
	while (iter != data.end())
	{
		if ( iter->second )
		{
			accumulator.accumulate( iter->second.get() );
		}
		iter++;
	}
}
Beispiel #6
0
void Primitive::memoryUsage( Object::MemoryAccumulator &a ) const
{
    VisibleRenderable::memoryUsage( a );
    for( PrimitiveVariableMap::const_iterator it=variables.begin(); it!=variables.end(); it++ )
    {
        a.accumulate( it->second.data.get() );
    }
}
void MotionPrimitive::memoryUsage( Object::MemoryAccumulator &a ) const
{
	VisibleRenderable::memoryUsage( a );
	for( SnapshotMap::const_iterator it=m_snapshots.begin(); it!=m_snapshots.end(); it++ )
	{
		a.accumulate( it->second );
	}
}
void ObjectVector::memoryUsage( Object::MemoryAccumulator &a ) const
{
	Object::memoryUsage( a );
	for( MemberContainer::const_iterator it=m_members.begin(); it!=m_members.end(); it++ )
	{
		if( *it )
		{
			a.accumulate( *it );
		}
	}
}
void ImagePrimitive::memoryUsage( Object::MemoryAccumulator &a ) const
{
	Primitive::memoryUsage( a );
	a.accumulate( sizeof(m_displayWindow) );
	a.accumulate( sizeof(m_dataWindow) );
}
void MatrixMotionTransform::memoryUsage( Object::MemoryAccumulator &a ) const
{
	Transform::memoryUsage( a );
	a.accumulate( sizeof( M44f ) * m_snapshots.size() );
	a.accumulate( sizeof( float ) * m_snapshots.size() );
}
Beispiel #11
0
void MeshPrimitive::memoryUsage( Object::MemoryAccumulator &a ) const
{
    Primitive::memoryUsage( a );
    a.accumulate( m_verticesPerFace );
    a.accumulate( m_vertexIds );
}
Beispiel #12
0
void MatrixTransform::memoryUsage( Object::MemoryAccumulator &a ) const
{
	Transform::memoryUsage( a );
	a.accumulate( sizeof( matrix ) );
}
Beispiel #13
0
void CurvesPrimitive::memoryUsage( Object::MemoryAccumulator &a ) const
{
	Primitive::memoryUsage( a );
	a.accumulate( sizeof( CubicBasisf ) + sizeof( bool ) * 2 + sizeof( unsigned ) * 2 );
	a.accumulate( m_vertsPerCurve.get() );
}
void ParameterisedProcedural::memoryUsage( Object::MemoryAccumulator &a ) const
{
	VisibleRenderable::memoryUsage( a );
	a.accumulate( m_parameters->getValue() );
}
Beispiel #15
0
void Options::memoryUsage( Object::MemoryAccumulator &a ) const
{
	PreWorldRenderable::memoryUsage( a );
	a.accumulate( m_options.get() );
}