Commit graph

24 commits

Author SHA1 Message Date
Hein-Pieter van Braam
4240e3d668 Optimizations for trivial types
Relying on various compiler primitives we can reduce the work done
in our memory allocators and CowData. For types with trivial ctors or
dtors we can skip looping over all elements when creating, resizing,
and destroying lists of objects.

These primitives are supported by clang, msvc, and GCC. However, once
we've moved to C++11 we can rely on several std:: primitives that do
the same thing and are standardized.

In my testing the extra conditionals introduced here get removed from
the generated program entirely as the results for these primitives is
known at compile time.
2019-01-03 08:47:34 +01:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Matthias Hoelzl
4c76c6892c Add placement deletes to avoid warnings on VC++
When compiling with VC++ 2017, Godot generates huge numbers of
C4291 warnings about missing placement delete.

I have not found a way to disable these warnings using compiler
options: AFAICT there is no equivalent to `-f-no-exceptions` for
VC++ (there is only /EH to change the exception-handling model,
/GX is deprecated) and adding /wd4291  to the
`disable_nonessential_warnings` list in the `SConstruct` file
or even compiling with `warnings=no` does not disable the
messages.

Placement delete is only called when placement new throws an
exception, since Godot doesn't use exceptions this change should
have no runtime effect.

Fixes #12654 (probably, difficult to say without log)
2017-11-19 21:25:18 +01:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Pedro J. Estébanez
02607b3103 Use atomics for memory use tracking
Plus:
- An allocation is counted only after checking its success.
- Max usage is updated after growing reallocs as well.
- Drop unused header.
- Changed the 0xFFF.. at get_mem_available() to -1 with a comment telling it's the same, but more universal.
2017-08-01 01:50:56 +02:00
Rémi Verschelde
711ebafa71 Revert "Improve reliability of memory stats" 2017-07-11 14:26:34 +02:00
Pedro J. Estébanez
490a2ff0b9 Improve reliability of memory stats
The allocation count is managed atomically and where it actually should
change (for instance, not counting an allocation before its success has
been checked).

Bonus: Improve readability of the pre-pad checks.
2017-07-05 10:26:55 +02:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Juan Linietsky
2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Juan Linietsky
53ce643e52 -Changed memory functions, Memory::alloc_static*, simplified them, made them aligned to 16
-Changed Vector<> template to fit this.
2017-01-06 10:15:44 -03:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Geequlim
728ce570a5 Add spaces to macros in memory.h to make C++11 compilers happy 2016-05-27 16:48:27 +08:00
Hubert Jarosz
4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
Ariel Manzur
3ac0267daa better array alignment 2016-02-19 07:01:57 -03:00
Ariel Manzur
0846ab6a5f fixes array allocation bug and sets DEFAULT_ALIGNMENT to 1. probably needs testing 2016-02-19 05:40:24 -03:00
George Marques
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
Juan Linietsky
4e46143499 some optimizations in godot memory handling 2015-06-12 18:27:48 -03:00
Juan Linietsky
fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
Juan Linietsky
0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00