Output all memory counters
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@ -149,20 +149,29 @@ static void smSubdivideMesh(smMesh& out, const smMesh& in, smEdgeVertexMap& map)
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}
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static inline void smCount(u32& vertexCapacity, u32& indexCount, u32& edgeVertexPairCapacity, u32 subdivisions)
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static inline void smCount(u32& inVertexCapacity, u32& inIndexCount,
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u32& outVertexCapacity, u32& outIndexCount,
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u32& edgeVertexPairCapacity,
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u32 subdivisions)
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{
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{
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u32 inVertexCapacity = 6;
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inVertexCapacity = 6;
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u32 inTriangleCount = 8;
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u32 inTriangleCount = 8;
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outVertexCapacity = 0;
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u32 outTriangleCount = 0;
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for (u32 i = 0; i < subdivisions; ++i)
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for (u32 i = 0; i < subdivisions; ++i)
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{
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{
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u32 outVertexCapacity = inVertexCapacity + 3 * inTriangleCount;
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outVertexCapacity = inVertexCapacity + 3 * inTriangleCount;
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u32 outTriangleCount = 4 * inTriangleCount;
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outTriangleCount = 4 * inTriangleCount;
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inVertexCapacity = outVertexCapacity;
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inVertexCapacity = outVertexCapacity;
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inTriangleCount = outTriangleCount;
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inTriangleCount = outTriangleCount;
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}
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}
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vertexCapacity = inVertexCapacity;
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indexCount = 3 * inTriangleCount;
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inIndexCount = 3 * inTriangleCount;
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outIndexCount = 3 * outTriangleCount;
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edgeVertexPairCapacity = 3 * inTriangleCount;
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edgeVertexPairCapacity = 3 * inTriangleCount;
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}
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}
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@ -171,24 +180,25 @@ void smCreateMesh(smMesh& output, u32 subdivisions)
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B3_ASSERT(output.vertexCount == 0);
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B3_ASSERT(output.vertexCount == 0);
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B3_ASSERT(output.indexCount == 0);
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B3_ASSERT(output.indexCount == 0);
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u32 vertexCapacity, indexCount, edgeVertexPairCapacity;
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u32 inVertexCapacity, inIndexCount;
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smCount(vertexCapacity, indexCount, edgeVertexPairCapacity, subdivisions);
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u32 outVertexCapacity, outIndexCount;
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u32 edgeVertexPairCapacity;
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smCount(inVertexCapacity, inIndexCount, outVertexCapacity, outIndexCount, edgeVertexPairCapacity, subdivisions);
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// We use two vertex and index buffers.
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// One is used for input mesh and the other for suboutput mesh.
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// Each buffer has size equal the maximum vertex or index count.
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u32 byteCount = 0;
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u32 byteCount = 0;
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byteCount += 2 * vertexCapacity * sizeof(b3Vec3);
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byteCount += inVertexCapacity * sizeof(b3Vec3);
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byteCount += 2 * indexCount * sizeof(u32);
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byteCount += inIndexCount * sizeof(u32);
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byteCount += outVertexCapacity * sizeof(b3Vec3);
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byteCount += outIndexCount * sizeof(u32);
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byteCount += edgeVertexPairCapacity * sizeof(smEdgeVertexPair);
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byteCount += edgeVertexPairCapacity * sizeof(smEdgeVertexPair);
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u8* bytes = (u8*)b3Alloc(byteCount);
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u8* bytes = (u8*)b3Alloc(byteCount);
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b3Vec3* inVertex = (b3Vec3*)bytes;
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b3Vec3* inVertex = (b3Vec3*)bytes;
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b3Vec3* outVertex = (b3Vec3*) ((u8*)(inVertex) + vertexCapacity * sizeof(b3Vec3));
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u32* inIndex = (u32*)((u8*)(inVertex) + inVertexCapacity * sizeof(b3Vec3));
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u32* inIndex = (u32*)((u8*)(outVertex) + vertexCapacity * sizeof(b3Vec3));
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b3Vec3* outVertex = (b3Vec3*) ((u8*)(inIndex) + inIndexCount * sizeof(u32));
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u32* outIndex = (u32*)((u8*)(inIndex) + indexCount * sizeof(u32));
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u32* outIndex = (u32*)((u8*)(outVertex) + outVertexCapacity * sizeof(b3Vec3));
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smEdgeVertexPair* pairs = (smEdgeVertexPair*)((u8*)(outIndex) + indexCount * sizeof(u32));
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smEdgeVertexPair* pairs = (smEdgeVertexPair*)((u8*)(outIndex) + outIndexCount * sizeof(u32));
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smMesh in;
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smMesh in;
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in.vertexCount = 0;
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in.vertexCount = 0;
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