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Keep the previous dynamic pool in memory
Due to sm64 weirdness, I can't reliably free memory at certain points The hacky solution is to keep the previous dynamic pool in memory, essentially requiring two frees to actually clear all memory from it
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parent
c126bf82b3
commit
f53ffcd491
6 changed files with 19 additions and 29 deletions
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@ -21,18 +21,12 @@ struct ModelInfo {
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enum ModelPool modelPool;
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};
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struct ScheduledFreePool {
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struct DynamicPool* pool;
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};
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static struct DynamicPool* sModelPools[MODEL_POOL_MAX] = { 0 };
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static std::map<void*, struct ModelInfo> sAssetMap[MODEL_POOL_MAX];
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static std::map<u32, std::vector<struct ModelInfo>> sIdMap;
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static std::map<u32, u32> sOverwriteMap;
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static std::vector<struct ScheduledFreePool> sPoolsToFree;
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static u32 find_empty_id() {
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u32 id = 256;
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while (true) {
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@ -168,12 +162,7 @@ void DynOS_Model_ClearPool(enum ModelPool aModelPool) {
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if (!sModelPools[aModelPool]) { return; }
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// schedule pool to be freed
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sPoolsToFree.push_back({
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.pool = sModelPools[aModelPool],
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});
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// clear pointer
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sModelPools[aModelPool] = NULL;
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dynamic_pool_free_pool(sModelPools[aModelPool]);
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// clear overwrite
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if (aModelPool == MODEL_POOL_LEVEL) {
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@ -202,12 +191,4 @@ void DynOS_Model_ClearPool(enum ModelPool aModelPool) {
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void DynOS_Model_Update() {
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// only free a pool when we've scheduled at least 3
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// this is required because the way that sm64 loads areas is actually insane
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// if we free immediately, the camera graph node is incorrect on the star selection screen
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if (sPoolsToFree.size() <= 2) { return; }
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auto& it = sPoolsToFree[0];
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dynamic_pool_free_pool(it.pool);
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sPoolsToFree.erase(sPoolsToFree.begin());
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}
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@ -366,7 +366,6 @@ static void level_reset_globals(void) {
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// free previous level pool
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if (gLevelPool != NULL) {
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dynamic_pool_free_pool(gLevelPool);
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gLevelPool = NULL;
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}
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// reset envfx
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@ -156,11 +156,8 @@ void envfx_update_snowflake_count(s32 mode, Vec3s marioPos) {
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* Deallocate the buffer storing snow particles and set the environment effect
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* to none.
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*/
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void envfx_cleanup_snow(void *snowParticleArray) {
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void envfx_cleanup_snow(UNUSED void *snowParticleArray) {
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if (gEnvFxMode) {
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if (snowParticleArray) {
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dynamic_pool_free(gLevelPool, snowParticleArray);
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}
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gEnvFxMode = ENVFX_MODE_NONE;
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}
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}
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@ -16,6 +16,7 @@ struct DynamicPool* dynamic_pool_init(void) {
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struct DynamicPool* pool = calloc(1, sizeof(struct DynamicPool));
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pool->usedSpace = 0;
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pool->tail = NULL;
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pool->nextFree = NULL;
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return pool;
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}
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@ -75,14 +76,19 @@ bool dynamic_pool_contains(struct DynamicPool *pool, void* ptr) {
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void dynamic_pool_free_pool(struct DynamicPool *pool) {
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if (!pool) { return; }
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struct DynamicPoolNode* node = pool->tail;
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struct DynamicPoolNode* node = pool->nextFree;
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while (node) {
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struct DynamicPoolNode* prev = node->prev;
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free(node->ptr);
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free(node);
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node = prev;
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}
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free(pool);
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// schedule current pool to be free'd on the next call
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pool->nextFree = pool->tail;
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pool->tail = NULL;
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pool->usedSpace = 0;
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}
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//////////////////
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@ -14,6 +14,7 @@
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struct DynamicPool
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{
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u32 usedSpace;
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struct DynamicPoolNode* nextFree;
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struct DynamicPoolNode* tail;
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};
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@ -1526,8 +1526,14 @@ Gfx *display_painting_rippling(struct Painting *painting) {
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}
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// The mesh data is freed every frame.
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dynamic_pool_free(gLevelPool, painting->ripples.paintingMesh);
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dynamic_pool_free(gLevelPool, painting->ripples.paintingTriNorms);
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if (painting->ripples.paintingMesh) {
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dynamic_pool_free(gLevelPool, painting->ripples.paintingMesh);
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painting->ripples.paintingMesh = NULL;
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}
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if (painting->ripples.paintingTriNorms) {
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dynamic_pool_free(gLevelPool, painting->ripples.paintingTriNorms);
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painting->ripples.paintingTriNorms = NULL;
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}
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return dlist;
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}
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