Blender
V3.3
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#include <draw_manager.h>
Public Attributes | |
struct DRWUniformChunk * | next |
uint32_t | uniform_len |
uint32_t | uniform_used |
DRWUniform | uniforms [10] |
In order to keep a cache friendly data structure, we alloc most of our little data into chunks of multiple item. Iteration, allocation and memory usage are better. We lose a bit of memory by allocating more than what we need but it's counterbalanced by not needing the linked-list pointers for each item.
Definition at line 463 of file draw_manager.h.
struct DRWUniformChunk* DRWUniformChunk::next |
Definition at line 464 of file draw_manager.h.
Referenced by draw_update_uniforms().
uint32_t DRWUniformChunk::uniform_len |
Definition at line 465 of file draw_manager.h.
Referenced by drw_shgroup_uniform_create_ex().
uint32_t DRWUniformChunk::uniform_used |
Definition at line 466 of file draw_manager.h.
Referenced by drw_shgroup_uniform_create_ex().
DRWUniform DRWUniformChunk::uniforms[10] |
Definition at line 467 of file draw_manager.h.
Referenced by drw_shgroup_uniform_create_ex().