Trying to reduce memory usage

This commit is contained in:
Peter Slattery 2021-03-30 22:04:05 -07:00
parent a49fa26a43
commit 18bef60ba1
5 changed files with 28 additions and 25 deletions

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@ -801,7 +801,10 @@ AnimationSystem_FadeToPlaylist(animation_system* System, animation_handle_array
System->Playlist = Playlist;
System->PlaylistAt = 0;
if (System->Playlist.Count > 0)
{
AnimationFadeGroup_FadeTo(&System->ActiveFadeGroup, Playlist.Handles[0], System->PlaylistFadeTime);
}
}
inline bool

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@ -30,11 +30,13 @@ RELOAD_STATIC_DATA(ReloadStaticData)
INITIALIZE_APPLICATION(InitializeApplication)
{
app_state* State = (app_state*)Context.MemoryBase;
Context->MemorySize = sizeof(app_state);
Context->MemoryBase = AllocatorAlloc(Context->ThreadContext.Allocator, Context->MemorySize).Memory;
app_state* State = (app_state*)Context->MemoryBase;
*State = {};
State->Permanent = CreateMemoryArena(Context.ThreadContext.Allocator, "Permanent");
State->Transient = Context.ThreadContext.Transient;
State->Permanent = CreateMemoryArena(Context->ThreadContext.Allocator, "Permanent");
State->Transient = Context->ThreadContext.Transient;
State->Assemblies = AssemblyArray_Create(8, &State->Permanent);
State->GlobalLog = PushStruct(&State->Permanent, event_log);
@ -47,7 +49,7 @@ INITIALIZE_APPLICATION(InitializeApplication)
AnimSysDesc.SecondsPerFrame = 1.0f / 24.0f;
State->AnimationSystem = AnimationSystem_Init(AnimSysDesc);
if (!Context.Headless)
if (!Context->Headless)
{
interface_config IConfig = {0};
IConfig.FontSize = 14;
@ -61,50 +63,50 @@ INITIALIZE_APPLICATION(InitializeApplication)
IConfig.ListBGHover = v4{ .22f, .22f, .22f, 1.f };
IConfig.ListBGSelected = v4{ .44f, .44f, .44f, 1.f };
IConfig.Margin = v2{5, 5};
State->Interface = ui_InterfaceCreate(Context, IConfig, &State->Permanent);
State->Interface = ui_InterfaceCreate(*Context, IConfig, &State->Permanent);
PanelSystem_Init(&State->PanelSystem, GlobalPanelDefs, GlobalPanelDefsCount, &State->Permanent);
}
State->SACN = SACN_Initialize(Context);
State->SACN = SACN_Initialize(*Context);
State->LedSystem = LedSystem_Create(Context.ThreadContext.Allocator, 128);
State->LedSystem = LedSystem_Create(Context->ThreadContext.Allocator, 128);
State->AssemblyDebugState = AssemblyDebug_Create(&State->Permanent);
State->AssemblyDebugState.Brightness = 255;
State->AssemblyDebugState.Override = ADS_Override_None;
State->Modes = OperationModeSystemInit(&State->Permanent, Context.ThreadContext);
State->Modes = OperationModeSystemInit(&State->Permanent, Context->ThreadContext);
ReloadStaticData(Context, GlobalDebugServices, true);
US_CustomInit(&State->UserSpaceDesc, State, Context);
ReloadStaticData(*Context, GlobalDebugServices, true);
US_CustomInit(&State->UserSpaceDesc, State, *Context);
GlobalDebugServices->Interface.RenderSculpture = true;
if (!Context.Headless)
if (!Context->Headless)
{
// NOTE(pjs): This just sets up the default panel layout
panel* RootPanel = PanelSystem_PushPanel(&State->PanelSystem, PanelType_SculptureView, State, Context);
SplitPanel(RootPanel, .25f, PanelSplit_Horizontal, &State->PanelSystem, State, Context);
panel* RootPanel = PanelSystem_PushPanel(&State->PanelSystem, PanelType_SculptureView, State, *Context);
SplitPanel(RootPanel, .25f, PanelSplit_Horizontal, &State->PanelSystem, State, *Context);
panel* AnimPanel = RootPanel->Bottom;
Panel_SetType(AnimPanel, &State->PanelSystem, PanelType_AnimationTimeline, State, Context);
Panel_SetType(AnimPanel, &State->PanelSystem, PanelType_AnimationTimeline, State, *Context);
panel* TopPanel = RootPanel->Top;
SplitPanel(TopPanel, .5f, PanelSplit_Vertical, &State->PanelSystem, State, Context);
SplitPanel(TopPanel, .5f, PanelSplit_Vertical, &State->PanelSystem, State, *Context);
panel* LeftPanel = TopPanel->Left;
SplitPanel(LeftPanel, .5f, PanelSplit_Vertical, &State->PanelSystem, State, Context);
SplitPanel(LeftPanel, .5f, PanelSplit_Vertical, &State->PanelSystem, State, *Context);
panel* Profiler = LeftPanel->Right;
Panel_SetType(Profiler, &State->PanelSystem, PanelType_ProfilerView, State, Context);
Panel_SetType(Profiler, &State->PanelSystem, PanelType_ProfilerView, State, *Context);
panel* Hierarchy = LeftPanel->Left;
Panel_SetType(Hierarchy, &State->PanelSystem, PanelType_AssemblyDebug, State, Context);
Panel_SetType(Hierarchy, &State->PanelSystem, PanelType_AssemblyDebug, State, *Context);
}
State->RunEditor = !Context.Headless;
State->RunEditor = !Context->Headless;
}
internal void

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@ -68,7 +68,7 @@ struct packet_ringbuffer
u32 WriteHead;
};
#define INITIALIZE_APPLICATION(name) void name(context Context)
#define INITIALIZE_APPLICATION(name) void name(context* Context)
typedef INITIALIZE_APPLICATION(initialize_application);
#define UPDATE_AND_RENDER(name) void name(context* Context, input_queue InputQueue, render_command_buffer* RenderBuffer, addressed_data_buffer_list* OutputData)

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@ -612,8 +612,6 @@ WinMain (
context Context = {};
Context.ThreadContext = ThreadContext;
Context.MemorySize = MB(64);
Context.MemoryBase = (u8*)Win32Alloc(Context.MemorySize, 0);
gs_const_string Args = ConstString((char*)CmdLineArgs);
if (StringsEqual(Args, ConstString("-headless")))
@ -680,7 +678,7 @@ WinMain (
addressed_data_buffer_list OutputData = AddressedDataBufferList_Create(ThreadContext);
Context.InitializeApplication(Context);
Context.InitializeApplication(&Context);
system_time StartTime = Win32GetSystemTime();

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@ -2607,7 +2607,7 @@ CreateMemoryArena_(arena_type ArenaType, gs_allocator Allocator, u64 ChunkSize,
}
internal gs_memory_arena
CreateMemoryArena(gs_allocator Allocator, char* Name, u64 ChunkSize = KB(32), u64 Alignment = Bytes(8))
CreateMemoryArena(gs_allocator Allocator, char* Name, u64 ChunkSize = KB(4), u64 Alignment = Bytes(8))
{
return CreateMemoryArena_(Arena_BaseArena, Allocator, ChunkSize, Alignment, 0, Name);
}