Fix shadowing issue, also inlined function used in only one place

master
Marc Gilleron 2021-01-09 20:22:37 +00:00
parent 93b4e6803a
commit 22bd0d5091
1 changed files with 8 additions and 12 deletions

View File

@ -369,15 +369,6 @@ void VoxelGraphRuntime::generate_set(ArraySlice<float> in_x, ArraySlice<float> i
// I don't like putting private helper functions in headers.
struct L {
static inline void alloc_buffer(Buffer &buffer, int buffer_size) {
// TODO Use pool?
if (buffer.data == nullptr) {
buffer.data = reinterpret_cast<float *>(memrealloc(buffer.data, buffer_size * sizeof(float)));
} else {
buffer.data = reinterpret_cast<float *>(memalloc(buffer_size * sizeof(float)));
}
}
static inline void bind_buffer(ArraySlice<Buffer> buffers, int a, ArraySlice<float> d) {
Buffer &buffer = buffers[a];
CRASH_COND(!buffer.is_binding);
@ -423,13 +414,18 @@ void VoxelGraphRuntime::generate_set(ArraySlice<float> in_x, ArraySlice<float> i
// Prepare buffers
if (buffer_size_changed) {
// We ignore input buffers, these are supposed to be setup already
for (size_t i = 0; i < _buffers.size(); ++i) {
Buffer &buffer = _buffers[i];
for (size_t buffer_index = 0; buffer_index < _buffers.size(); ++buffer_index) {
Buffer &buffer = _buffers[buffer_index];
if (buffer.is_binding) {
continue;
}
L::alloc_buffer(buffer, buffer_size);
// TODO Use pool?
if (buffer.data == nullptr) {
buffer.data = reinterpret_cast<float *>(memrealloc(buffer.data, buffer_size * sizeof(float)));
} else {
buffer.data = reinterpret_cast<float *>(memalloc(buffer_size * sizeof(float)));
}
buffer.size = buffer_size;
if (buffer.is_constant) {