Road to 0.6.0
- readd the c++ linear allocator for 3ds - start switching from PD::Vec to std::vector - Add Color::Hex as constexpr for compiletime color converts - Add FNV Hasing functions - Make UI7 ids be able to be generated at compile time - Added a Throw Function (for whatever) - Added HexCHar2Int (replaces the lookup table) - Made u128 fully constexpr
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@@ -27,19 +27,10 @@ SOFTWARE.
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#include <3ds.h>
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#include <citro3d.h>
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#include <pd-3ds/linearAllocator.hpp>
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#include <pd/lithium/lithium.hpp>
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namespace PD {
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template <typename T>
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class LinearAlloc : public Allocator<T> {
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public:
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LinearAlloc() = default;
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~LinearAlloc() = default;
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/** Never forget the sizeof(T) again (most painful bug i created) */
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T* Allocate(size_t n) override { return (T*)linearAlloc(n * sizeof(T)); }
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void Deallocate(T* ptr) { linearFree(ptr); }
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};
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class GfxC3D : public GfxDriver {
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public:
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GfxC3D() : GfxDriver("Citro3D") {}
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@@ -59,8 +50,8 @@ class GfxC3D : public GfxDriver {
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PD::Li::Texture::Filter filter =
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PD::Li::Texture::Filter::LINEAR) override;
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Vec<Li::Vertex, LinearAlloc<Li::Vertex>> VertexBuffer;
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Vec<u16, LinearAlloc<u16>> IndexBuffer;
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std::vector<Li::Vertex, LinearAllocator<Li::Vertex>> VertexBuffer;
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std::vector<u16, LinearAllocator<u16>> IndexBuffer;
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int pLocProjection = 0;
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DVLB_s* ShaderCode;
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shaderProgram_s Shader;
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