Optimize various initial pre-allocs to happen within memory tracing
This commit is contained in:
@@ -68,10 +68,9 @@ namespace
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{
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{
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// Assets
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// Assets
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CriticalSection AssetsLocker;
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CriticalSection AssetsLocker;
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Dictionary<Guid, Asset*> Assets(2048);
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Dictionary<Guid, Asset*> Assets;
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Array<Guid> LoadCallAssets(PLATFORM_THREADS_LIMIT);
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CriticalSection LoadedAssetsToInvokeLocker;
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CriticalSection LoadedAssetsToInvokeLocker;
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Array<Asset*> LoadedAssetsToInvoke(64);
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Array<Asset*> LoadedAssetsToInvoke;
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Array<Asset*> ToUnload;
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Array<Asset*> ToUnload;
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// Assets Registry Stuff
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// Assets Registry Stuff
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@@ -85,6 +84,7 @@ namespace
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ConcurrentTaskQueue<ContentLoadTask> LoadTasks;
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ConcurrentTaskQueue<ContentLoadTask> LoadTasks;
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ConditionVariable LoadTasksSignal;
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ConditionVariable LoadTasksSignal;
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CriticalSection LoadTasksMutex;
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CriticalSection LoadTasksMutex;
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Array<Guid> LoadCallAssets;
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#else
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#else
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Array<ContentLoadTask*> LoadTasks;
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Array<ContentLoadTask*> LoadTasks;
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#endif
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#endif
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@@ -125,6 +125,13 @@ bool ContentService::Init()
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{
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{
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PROFILE_MEM(Content);
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PROFILE_MEM(Content);
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// Init memory containers
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Assets.EnsureCapacity(2048);
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LoadedAssetsToInvoke.EnsureCapacity(64);
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#if PLATFORM_THREADS_LIMIT > 1
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LoadCallAssets.EnsureCapacity(PLATFORM_THREADS_LIMIT);
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#endif
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// Load assets registry
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// Load assets registry
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Cache.Init();
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Cache.Init();
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@@ -294,6 +301,7 @@ void ContentService::Dispose()
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for (auto* e : LoadTasks)
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for (auto* e : LoadTasks)
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e->Cancel();
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e->Cancel();
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LoadTasks.Clear();
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LoadTasks.Clear();
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LoadTasks.SetCapacity(0);
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#endif
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#endif
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}
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}
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@@ -1381,6 +1389,7 @@ Asset* Content::LoadAsync(const Guid& id, const ScriptingTypeHandle& type)
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return result;
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return result;
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}
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}
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#if PLATFORM_THREADS_LIMIT > 1
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// Check if that asset is during loading
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// Check if that asset is during loading
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if (LoadCallAssets.Contains(id))
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if (LoadCallAssets.Contains(id))
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{
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{
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@@ -1401,9 +1410,12 @@ Asset* Content::LoadAsync(const Guid& id, const ScriptingTypeHandle& type)
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// Mark asset as loading and release lock so other threads can load other assets
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// Mark asset as loading and release lock so other threads can load other assets
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LoadCallAssets.Add(id);
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LoadCallAssets.Add(id);
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AssetsLocker.Unlock();
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#define LOAD_FAILED() AssetsLocker.Lock(); LoadCallAssets.Remove(id); AssetsLocker.Unlock(); return nullptr
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#define LOAD_FAILED() AssetsLocker.Lock(); LoadCallAssets.Remove(id); AssetsLocker.Unlock(); return nullptr
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#else
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#define LOAD_FAILED() return nullptr
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#endif
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AssetsLocker.Unlock();
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// Get cached asset info (from registry)
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// Get cached asset info (from registry)
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AssetInfo assetInfo;
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AssetInfo assetInfo;
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@@ -1461,7 +1473,9 @@ Asset* Content::LoadAsync(const Guid& id, const ScriptingTypeHandle& type)
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result->startLoading();
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result->startLoading();
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// Remove from the loading queue and release lock
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// Remove from the loading queue and release lock
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#if PLATFORM_THREADS_LIMIT > 1
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LoadCallAssets.Remove(id);
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LoadCallAssets.Remove(id);
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#endif
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AssetsLocker.Unlock();
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AssetsLocker.Unlock();
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#undef LOAD_FAILED
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#undef LOAD_FAILED
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@@ -164,9 +164,6 @@ public:
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NavigationService()
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NavigationService()
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: EngineService(TEXT("Navigation"), 60)
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: EngineService(TEXT("Navigation"), 60)
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{
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{
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#if COMPILE_WITH_NAV_MESH_BUILDER
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NavMeshBuilder::Init();
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#endif
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}
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}
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bool Init() override;
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bool Init() override;
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@@ -305,6 +302,11 @@ void NavigationSettings::Deserialize(DeserializeStream& stream, ISerializeModifi
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bool NavigationService::Init()
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bool NavigationService::Init()
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{
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{
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PROFILE_MEM(Navigation);
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#if COMPILE_WITH_NAV_MESH_BUILDER
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NavMeshBuilder::Init();
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#endif
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// Link memory allocation calls to use engine default allocator
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// Link memory allocation calls to use engine default allocator
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dtAllocSetCustom(dtAllocDefault, Allocator::Free);
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dtAllocSetCustom(dtAllocDefault, Allocator::Free);
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rcAllocSetCustom(rcAllocDefault, Allocator::Free);
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rcAllocSetCustom(rcAllocDefault, Allocator::Free);
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@@ -24,6 +24,7 @@
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#include <unistd.h>
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#include <unistd.h>
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#include <emscripten/emscripten.h>
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#include <emscripten/emscripten.h>
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#include <emscripten/threading.h>
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#include <emscripten/threading.h>
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#include <emscripten/emmalloc.h>
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#include <emscripten/version.h>
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#include <emscripten/version.h>
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#include <emscripten/heap.h>
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#include <emscripten/heap.h>
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@@ -78,6 +79,38 @@ void WebFileSystem::GetSpecialFolderPath(const SpecialFolder type, String& resul
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result = TEXT("/");
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result = TEXT("/");
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}
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}
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#if 0
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void* WebPlatform::Allocate(uint64 size, uint64 alignment)
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{
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void* ptr = nullptr;
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if (alignment && size)
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{
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// Alignment always has to be power of two
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ASSERT_LOW_LAYER((alignment & (alignment - 1)) == 0);
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ptr = emscripten_builtin_memalign(alignment, size);
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if (!ptr)
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OutOfMemory();
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#if COMPILE_WITH_PROFILER
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OnMemoryAlloc(ptr, size);
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#endif
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}
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return ptr;
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}
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void WebPlatform::Free(void* ptr)
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{
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if (ptr)
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{
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#if COMPILE_WITH_PROFILER
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OnMemoryFree(ptr);
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#endif
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emscripten_builtin_free(ptr);
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}
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}
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#endif
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String WebPlatform::GetSystemName()
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String WebPlatform::GetSystemName()
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{
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{
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return TEXT("Browser");
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return TEXT("Browser");
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@@ -92,6 +92,10 @@ public:
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*dst = value;
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*dst = value;
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#endif
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#endif
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}
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}
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#if 0
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static void* Allocate(uint64 size, uint64 alignment);
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static void Free(void* ptr);
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#endif
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FORCE_INLINE static uint64 GetCurrentThreadID()
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FORCE_INLINE static uint64 GetCurrentThreadID()
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{
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{
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#ifdef __EMSCRIPTEN_PTHREADS__
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#ifdef __EMSCRIPTEN_PTHREADS__
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@@ -227,8 +227,8 @@ namespace
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CachedPSO PsoDepth;
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CachedPSO PsoDepth;
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CachedPSO PsoNoDepth;
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CachedPSO PsoNoDepth;
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CachedPSO* CurrentPso = nullptr;
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CachedPSO* CurrentPso = nullptr;
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DynamicVertexBuffer VB(RENDER2D_INITIAL_VB_CAPACITY, (uint32)sizeof(Render2DVertex), TEXT("Render2D.VB"));
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DynamicVertexBuffer VB(0, (uint32)sizeof(Render2DVertex), TEXT("Render2D.VB"));
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DynamicIndexBuffer IB(RENDER2D_INITIAL_IB_CAPACITY, sizeof(uint32), TEXT("Render2D.IB"));
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DynamicIndexBuffer IB(0, sizeof(uint32), TEXT("Render2D.IB"));
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uint32 VBIndex = 0;
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uint32 VBIndex = 0;
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uint32 IBIndex = 0;
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uint32 IBIndex = 0;
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}
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}
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@@ -633,6 +633,8 @@ bool Render2DService::Init()
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}));
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}));
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DrawCalls.EnsureCapacity(RENDER2D_INITIAL_DRAW_CALL_CAPACITY);
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DrawCalls.EnsureCapacity(RENDER2D_INITIAL_DRAW_CALL_CAPACITY);
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VB.Data.EnsureCapacity(RENDER2D_INITIAL_VB_CAPACITY);
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IB.Data.EnsureCapacity(RENDER2D_INITIAL_IB_CAPACITY);
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return false;
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return false;
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}
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}
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@@ -50,7 +50,7 @@ bool IsBakingLightmaps = false;
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bool EnableLightmapsUsage = true;
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bool EnableLightmapsUsage = true;
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#endif
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#endif
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Array<RendererPassBase*> PassList(64);
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Array<RendererPassBase*> PassList;
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class RendererService : public EngineService
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class RendererService : public EngineService
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{
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{
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@@ -73,6 +73,7 @@ bool RendererService::Init()
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PROFILE_MEM(Graphics);
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PROFILE_MEM(Graphics);
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// Register passes
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// Register passes
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PassList.EnsureCapacity(64);
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PassList.Add(GBufferPass::Instance());
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PassList.Add(GBufferPass::Instance());
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PassList.Add(ShadowsPass::Instance());
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PassList.Add(ShadowsPass::Instance());
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PassList.Add(LightPass::Instance());
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PassList.Add(LightPass::Instance());
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@@ -96,9 +96,9 @@ namespace
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}
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}
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};
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};
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Dictionary<Guid, ScriptingObjectData> _objectsDictionary(1024 * 16);
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Dictionary<Guid, ScriptingObjectData> _objectsDictionary;
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#else
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#else
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Dictionary<Guid, ScriptingObject*> _objectsDictionary(1024 * 16);
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Dictionary<Guid, ScriptingObject*> _objectsDictionary;
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#endif
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#endif
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bool _isEngineAssemblyLoaded = false;
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bool _isEngineAssemblyLoaded = false;
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bool _hasGameModulesLoaded = false;
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bool _hasGameModulesLoaded = false;
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@@ -179,6 +179,8 @@ bool ScriptingService::Init()
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PROFILE_MEM(Scripting);
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PROFILE_MEM(Scripting);
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Stopwatch stopwatch;
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Stopwatch stopwatch;
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_objectsDictionary.EnsureCapacity(16 * 1024);
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// Initialize managed runtime
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// Initialize managed runtime
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if (MCore::LoadEngine())
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if (MCore::LoadEngine())
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{
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{
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