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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Add placement deletes to avoid warnings on VC++Matthias Hoelzl2017-11-191-0/+20
| | | | | | | | | | | | | | | | | | | 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)
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Use atomics for memory use trackingPedro J. Estébanez2017-08-011-19/+21
| | | | | | | | 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.
* Revert "Improve reliability of memory stats"Rémi Verschelde2017-07-111-50/+49
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* Implement byte-tagging of memoryPedro J. Estébanez2017-07-051-2/+26
| | | | | | Using a magic value for memory allocated but uninitialized and another one for memory about-to-be-released. Helps in debugging unitialized members, dangling pointerts, etc. Disabled by default. Can be enabled for debug builds by defining `DEBUG_MEMORY_TAGGING`.
* Improve reliability of memory statsPedro J. Estébanez2017-07-051-49/+26
| | | | | | | | 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.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-61/+51
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-83/+0
| | | | renamed to PoolVector
* -Changed memory functions, Memory::alloc_static*, simplified them, made them ↵Juan Linietsky2017-01-061-24/+181
| | | | | | aligned to 16 -Changed Vector<> template to fit this.
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | 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!
* remove trailing whitespaceHubert Jarosz2016-03-091-3/+3
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* some optimizations in godot memory handlingJuan Linietsky2015-06-121-7/+0
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+134