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<blockquote data-quote="DRS" data-source="post: 4370975" data-attributes="member: 300038"><p>Yes I use lwp heap to support Doom's Mem manager. I also use an old libogc I guess so I just get a bad alloc or a freeze at startup(before main()) when allocating too much. Did you suffer from it with the Descent port? </p><p></p><p>Small update:</p><p>I dropped about 10-12 rendering classes (code) in the soup now. I must say that gl drawing is deferred quite well. I still didn't run into gl drawing yet, only some gl vertex buffer allocations. I again saved a few Megs by ditching the file that contains SuperOptimizeOccluders. It is a file that allocates some large global arrays, but is used only for offline rendering; hopefully only when using the editor and not while loading a map. But even without that, we only have 2MB SRAM left now when initialized. Unbelievable, it eats and eats and eats! Need to move more data to DRAM but it takes much time to trace the exact allocations that matter. I also was thinking perhaps the decls don't need to be read during initialization. If I'm right it uses a 'Find or load otherwise' code design so I might add a LFU pattern or something. But these already go into DRAM so it won't save much for allowing more code. </p><p></p><p>BTW I estimate this on 1200 hours of work or so, and perhaps some timedemo playing w/o any shaders in 600-800 hours. Unless it runs out of memory before that is<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite48" alt=":)" title="smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="DRS, post: 4370975, member: 300038"] Yes I use lwp heap to support Doom's Mem manager. I also use an old libogc I guess so I just get a bad alloc or a freeze at startup(before main()) when allocating too much. Did you suffer from it with the Descent port? Small update: I dropped about 10-12 rendering classes (code) in the soup now. I must say that gl drawing is deferred quite well. I still didn't run into gl drawing yet, only some gl vertex buffer allocations. I again saved a few Megs by ditching the file that contains SuperOptimizeOccluders. It is a file that allocates some large global arrays, but is used only for offline rendering; hopefully only when using the editor and not while loading a map. But even without that, we only have 2MB SRAM left now when initialized. Unbelievable, it eats and eats and eats! Need to move more data to DRAM but it takes much time to trace the exact allocations that matter. I also was thinking perhaps the decls don't need to be read during initialization. If I'm right it uses a 'Find or load otherwise' code design so I might add a LFU pattern or something. But these already go into DRAM so it won't save much for allowing more code. BTW I estimate this on 1200 hours of work or so, and perhaps some timedemo playing w/o any shaders in 600-800 hours. Unless it runs out of memory before that is:) [/QUOTE]
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