Finishing Asset System Cleanup
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0:00Recap and set the stage for the day finishing our asset system cleanup
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0:00Recap and set the stage for the day finishing our asset system cleanup
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0:00Recap and set the stage for the day finishing our asset system cleanup
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0:49Reacquaint ourselves with the renderer_texture queueing / dequeuing code
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0:49Reacquaint ourselves with the renderer_texture queueing / dequeuing code
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0:49Reacquaint ourselves with the renderer_texture queueing / dequeuing code
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5:00Split AddOp() into newly introduced functions CompleteTextureOp() and BeginTextureOp()
5:00Split AddOp() into newly introduced functions CompleteTextureOp() and BeginTextureOp()
5:00Split AddOp() into newly introduced functions CompleteTextureOp() and BeginTextureOp()
12:36Texture transfer buffer size and circularity
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12:36Texture transfer buffer size and circularity
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12:36Texture transfer buffer size and circularity
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16:05Implement the texture transfer buffer as an in-order circular buffer, augmenting texture_op_list with TransferMemory and related data
16:05Implement the texture transfer buffer as an in-order circular buffer, augmenting texture_op_list with TransferMemory and related data
16:05Implement the texture transfer buffer as an in-order circular buffer, augmenting texture_op_list with TransferMemory and related data
33:28Determining the available space in a circular buffer, in both the wrapped and unwrapped cases
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33:28Determining the available space in a circular buffer, in both the wrapped and unwrapped cases
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33:28Determining the available space in a circular buffer, in both the wrapped and unwrapped cases
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34:40Make BeginTextureOp() compute the SizeAvailable in both cases
34:40Make BeginTextureOp() compute the SizeAvailable in both cases
34:40Make BeginTextureOp() compute the SizeAvailable in both cases
40:03Switch InitTextureQueue() to our new TransferMemory circular buffer scheme
40:03Switch InitTextureQueue() to our new TransferMemory circular buffer scheme
40:03Switch InitTextureQueue() to our new TransferMemory circular buffer scheme
43:27Tie the game's platform layer and OpenGL renderer in to our TransferMemory
43:27Tie the game's platform layer and OpenGL renderer in to our TransferMemory
43:27Tie the game's platform layer and OpenGL renderer in to our TransferMemory
51:22Switch the Renderer Test to use our TransferMemory
51:22Switch the Renderer Test to use our TransferMemory
51:22Switch the Renderer Test to use our TransferMemory
53:37Switch OpenGLAllocateTextures() to our TransferMemory
53:37Switch OpenGLAllocateTextures() to our TransferMemory
53:37Switch OpenGLAllocateTextures() to our TransferMemory
1:10:16Introduce platform_renderer_limits
1:10:16Introduce platform_renderer_limits
1:10:16Introduce platform_renderer_limits
1:13:37Make the Renderer Test use our TransferMemory everywhere necessary
1:13:37Make the Renderer Test use our TransferMemory everywhere necessary
1:13:37Make the Renderer Test use our TransferMemory everywhere necessary
1:20:12Step in to LoadBMP() in the Renderer Test to see what we're getting
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1:20:12Step in to LoadBMP() in the Renderer Test to see what we're getting
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1:20:12Step in to LoadBMP() in the Renderer Test to see what we're getting
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1:24:06Fix BeginTextureOp() to increase the TransferMemoryUsedCount
1:24:06Fix BeginTextureOp() to increase the TransferMemoryUsedCount
1:24:06Fix BeginTextureOp() to increase the TransferMemoryUsedCount
1:25:31Step through LoadBMP() in the Renderer Test into BeginTextureOp() to see what it does
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1:25:31Step through LoadBMP() in the Renderer Test into BeginTextureOp() to see what it does
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1:25:31Step through LoadBMP() in the Renderer Test into BeginTextureOp() to see what it does
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1:27:39Fix BeginTextureOp() to enqueue an op when there is enough space available
1:27:39Fix BeginTextureOp() to enqueue an op when there is enough space available
1:27:39Fix BeginTextureOp() to enqueue an op when there is enough space available
1:27:59Continue to step through BeginTextureOp() into OpenGLManageTextures() to find that it all works
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1:27:59Continue to step through BeginTextureOp() into OpenGLManageTextures() to find that it all works
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1:27:59Continue to step through BeginTextureOp() into OpenGLManageTextures() to find that it all works
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1:31:24Run the Renderer Test in release mode, and consider stress testing our TransferMemory wrapping
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1:31:24Run the Renderer Test in release mode, and consider stress testing our TransferMemory wrapping
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1:31:24Run the Renderer Test in release mode, and consider stress testing our TransferMemory wrapping
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1:32:33Switch the game's asset system over to our TransferMemory
1:32:33Switch the game's asset system over to our TransferMemory
1:32:33Switch the game's asset system over to our TransferMemory
1:35:41Break
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1:35:41Break
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1:35:41Break
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1:36:35Make LoadFont() acquire its own memory specially, introducing KeepTemporaryMemory()
1:36:35Make LoadFont() acquire its own memory specially, introducing KeepTemporaryMemory()
1:36:35Make LoadFont() acquire its own memory specially, introducing KeepTemporaryMemory()
1:42:19Switch OutputPlayingSounds() over to use its special sliding window sample buffer
1:42:19Switch OutputPlayingSounds() over to use its special sliding window sample buffer
1:42:19Switch OutputPlayingSounds() over to use its special sliding window sample buffer
1:49:08Switch the whole game to use our new platform_renderer_limits, and AllocateGameAssets() to use our TransferMemory
1:49:08Switch the whole game to use our new platform_renderer_limits, and AllocateGameAssets() to use our TransferMemory
1:49:08Switch the whole game to use our new platform_renderer_limits, and AllocateGameAssets() to use our TransferMemory
1:53:51Hit an assertion in OpenGLManageTextures()
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1:53:51Hit an assertion in OpenGLManageTextures()
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1:53:51Hit an assertion in OpenGLManageTextures()
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1:54:30Fix that assertion in OpenGLManageTextures()
1:54:30Fix that assertion in OpenGLManageTextures()
1:54:30Fix that assertion in OpenGLManageTextures()
1:54:45Hit the assertion in GetBitmap()
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1:54:45Hit the assertion in GetBitmap()
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1:54:45Hit the assertion in GetBitmap()
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1:55:50Permit GetBitmap(), GetSoundSamples() and GetFont() to handle any asset with ID 0
1:55:50Permit GetBitmap(), GetSoundSamples() and GetFont() to handle any asset with ID 0
1:55:50Permit GetBitmap(), GetSoundSamples() and GetFont() to handle any asset with ID 0
1:56:34Run the game okay, see only grey, and step through LoadBitmap() and LoadAssetWork() to see what's going on
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1:56:34Run the game okay, see only grey, and step through LoadBitmap() and LoadAssetWork() to see what's going on
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1:56:34Run the game okay, see only grey, and step through LoadBitmap() and LoadAssetWork() to see what's going on
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2:00:38Make LoadAssetWork() clear the work memory up front
2:00:38Make LoadAssetWork() clear the work memory up front
2:00:38Make LoadAssetWork() clear the work memory up front
2:02:44Step through LoadAssetWork() and then on to OpenGLManageTextures() to see what happens with our bitmaps
2:02:44Step through LoadAssetWork() and then on to OpenGLManageTextures() to see what happens with our bitmaps
2:02:44Step through LoadAssetWork() and then on to OpenGLManageTextures() to see what happens with our bitmaps
2:05:38Fix LoadBMP() to set the Asset->TextureHandle
2:05:38Fix LoadBMP() to set the Asset->TextureHandle
2:05:38Fix LoadBMP() to set the Asset->TextureHandle
2:06:55Find that everything except the white texture loaded correctly
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2:06:55Find that everything except the white texture loaded correctly
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2:06:55Find that everything except the white texture loaded correctly
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2:07:29Fix AllocateGameAssets() to set the Op->Texture for our white texture
2:07:29Fix AllocateGameAssets() to set the Op->Texture for our white texture
2:07:29Fix AllocateGameAssets() to set the Op->Texture for our white texture
2:08:08Find that everything works fine
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2:08:08Find that everything works fine
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2:08:08Find that everything works fine
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2:09:19Implement texture flushing for our "Import & Save" button, introducing UnloadBitmap()
2:09:19Implement texture flushing for our "Import & Save" button, introducing UnloadBitmap()
2:09:19Implement texture flushing for our "Import & Save" button, introducing UnloadBitmap()
2:14:32Try out our "Import & Save" button, totally successfully
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2:14:32Try out our "Import & Save" button, totally successfully
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2:14:32Try out our "Import & Save" button, totally successfully
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2:15:54Q&A
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2:15:54Q&A
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2:15:54Q&A
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2:16:44b3zman41 Q: What is going on in your optimized build?
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2:16:44b3zman41 Q: What is going on in your optimized build?
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2:16:44b3zman41 Q: What is going on in your optimized build?
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2:17:23b3zman41 Q: Are you optimizing assets or something? I just wanted to know what it looks like
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2:17:23b3zman41 Q: Are you optimizing assets or something? I just wanted to know what it looks like
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2:17:23b3zman41 Q: Are you optimizing assets or something? I just wanted to know what it looks like
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2:19:49gg_nate Q: Why don't you have any moderators for twitch chat?1
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2:19:49gg_nate Q: Why don't you have any moderators for twitch chat?1
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2:19:49gg_nate Q: Why don't you have any moderators for twitch chat?1
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2:20:30b3zman41 Q: So MSVC just doesn't do all the inlining stuff by default? Sorry, I'm more of a web dev and don't get this low-level stuff
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2:20:30b3zman41 Q: So MSVC just doesn't do all the inlining stuff by default? Sorry, I'm more of a web dev and don't get this low-level stuff
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2:20:30b3zman41 Q: So MSVC just doesn't do all the inlining stuff by default? Sorry, I'm more of a web dev and don't get this low-level stuff
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2:21:03Walk through ComputeLightPropagation() and its disassembly in a debug build
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2:21:03Walk through ComputeLightPropagation() and its disassembly in a debug build
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2:21:03Walk through ComputeLightPropagation() and its disassembly in a debug build
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2:23:57Compare the ComputeLightPropagtion() assembly in optimised build
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2:23:57Compare the ComputeLightPropagtion() assembly in optimised build
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2:23:57Compare the ComputeLightPropagtion() assembly in optimised build
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2:25:51blamebauer Q: Newbie question: Wouldn't inlining every function call speed things up? Does the compiler do that when you turn optimizations on?2
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2:25:51blamebauer Q: Newbie question: Wouldn't inlining every function call speed things up? Does the compiler do that when you turn optimizations on?2
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2:25:51blamebauer Q: Newbie question: Wouldn't inlining every function call speed things up? Does the compiler do that when you turn optimizations on?2
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2:33:41Understanding the "inline" keyword as an advisory to the compiler
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2:33:41Understanding the "inline" keyword as an advisory to the compiler
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2:33:41Understanding the "inline" keyword as an advisory to the compiler
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2:36:09Close it down
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2:36:09Close it down
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2:36:09Close it down
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