LRU Texture Handle Reuse
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0:00Set the stage for an unannounced day mopping up issues1
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0:00Set the stage for an unannounced day mopping up issues1
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0:00Set the stage for an unannounced day mopping up issues1
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1:47Watch the cutscene for incorrect rendering
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1:47Watch the cutscene for incorrect rendering
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1:47Watch the cutscene for incorrect rendering
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5:51Watch the cutscene for a second time, considering that we have a texture transfer problem
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5:51Watch the cutscene for a second time, considering that we have a texture transfer problem
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5:51Watch the cutscene for a second time, considering that we have a texture transfer problem
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6:57Refamiliarise ourselves with the texture transfer code
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6:57Refamiliarise ourselves with the texture transfer code
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6:57Refamiliarise ourselves with the texture transfer code
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14:50Consult docs.GL on glTexImage3D2 and glPixelStore3
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14:50Consult docs.GL on glTexImage3D2 and glPixelStore3
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14:50Consult docs.GL on glTexImage3D2 and glPixelStore3
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18:44Consider instrumenting OpenGLManageTextures() and watch the cutscene to see our rendering artifacts at different places
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18:44Consider instrumenting OpenGLManageTextures() and watch the cutscene to see our rendering artifacts at different places
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18:44Consider instrumenting OpenGLManageTextures() and watch the cutscene to see our rendering artifacts at different places
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21:54Watch the cutscene under NSight
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21:54Watch the cutscene under NSight
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21:54Watch the cutscene under NSight
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24:36Capture a frame during our glitch and inspect the textures
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24:36Capture a frame during our glitch and inspect the textures
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24:36Capture a frame during our glitch and inspect the textures
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28:48Investigate whether or not we are properly reserving our texture transfer memory
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28:48Investigate whether or not we are properly reserving our texture transfer memory
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28:48Investigate whether or not we are properly reserving our texture transfer memory
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37:45Circular buffer usage cases
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37:45Circular buffer usage cases
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37:45Circular buffer usage cases
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42:05Fix our circular buffer usage in BeginTextureOp(), replacing TransferMemoryUsedCount with TransferMemoryLastUsed in renderer_texture_queue
42:05Fix our circular buffer usage in BeginTextureOp(), replacing TransferMemoryUsedCount with TransferMemoryLastUsed in renderer_texture_queue
42:05Fix our circular buffer usage in BeginTextureOp(), replacing TransferMemoryUsedCount with TransferMemoryLastUsed in renderer_texture_queue
51:04Watch the cutscene to see no texture transfer errors first time round
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51:04Watch the cutscene to see no texture transfer errors first time round
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51:04Watch the cutscene to see no texture transfer errors first time round
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54:52Find that the cutscene is busted second time round
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54:52Find that the cutscene is busted second time round
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54:52Find that the cutscene is busted second time round
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56:40Address the "Check z coordinates of cutscene" issue4
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56:40Address the "Check z coordinates of cutscene" issue4
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56:40Address the "Check z coordinates of cutscene" issue4
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59:09Make RenderCutsceneAtTime() start the cutscene at scene 6
59:09Make RenderCutsceneAtTime() start the cutscene at scene 6
59:09Make RenderCutsceneAtTime() start the cutscene at scene 6
1:00:17Increase the Z of scene 6's fourth layer from -3.0 to -2.9
1:00:17Increase the Z of scene 6's fourth layer from -3.0 to -2.9
1:00:17Increase the Z of scene 6's fourth layer from -3.0 to -2.9
1:00:33See fearful tears appear, and close that issue5
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1:00:33See fearful tears appear, and close that issue5
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1:00:33See fearful tears appear, and close that issue5
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1:01:29Texture handle recycling
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1:01:29Texture handle recycling
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1:01:29Texture handle recycling
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1:06:29Implement least-recently-used (LRU) texture handle recycling in GetBitmap()
1:06:29Implement least-recently-used (LRU) texture handle recycling in GetBitmap()
1:06:29Implement least-recently-used (LRU) texture handle recycling in GetBitmap()
1:24:34Initialise our LRU texture handle lists in AllocateGameAssets(), and introduce AcquireTextureHandle()
1:24:34Initialise our LRU texture handle lists in AllocateGameAssets(), and introduce AcquireTextureHandle()
1:24:34Initialise our LRU texture handle lists in AllocateGameAssets(), and introduce AcquireTextureHandle()
1:39:56Watch the cutscene to find that our new LRU texture handle recycling has solved our problem
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1:39:56Watch the cutscene to find that our new LRU texture handle recycling has solved our problem
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1:39:56Watch the cutscene to find that our new LRU texture handle recycling has solved our problem
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1:46:26Close the "Add texture handle recycling to asset system" issue6
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1:46:26Close the "Add texture handle recycling to asset system" issue6
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1:46:26Close the "Add texture handle recycling to asset system" issue6
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1:47:00Fix S32FromZ() to use the Ignored pointer7
1:47:00Fix S32FromZ() to use the Ignored pointer7
1:47:00Fix S32FromZ() to use the Ignored pointer7
1:48:11Close the "S32FromZ unused variable by mistake (minor)" issue8
1:48:11Close the "S32FromZ unused variable by mistake (minor)" issue8
1:48:11Close the "S32FromZ unused variable by mistake (minor)" issue8
1:48:42"Sign extension bug" issue9
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1:48:42"Sign extension bug" issue9
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1:48:42"Sign extension bug" issue9
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1:52:25Step in to Win32ProcessPendingMessages() to see the sign extension occurring in the disassembly
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1:52:25Step in to Win32ProcessPendingMessages() to see the sign extension occurring in the disassembly
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1:52:25Step in to Win32ProcessPendingMessages() to see the sign extension occurring in the disassembly
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1:53:00Prevent IsDown in Win32ProcessPendingMessages() from being sign extended
1:53:00Prevent IsDown in Win32ProcessPendingMessages() from being sign extended
1:53:00Prevent IsDown in Win32ProcessPendingMessages() from being sign extended
1:53:20Step in to Win32ProcessPendingMessages() to see that sign extension no longer occurs
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1:53:20Step in to Win32ProcessPendingMessages() to see that sign extension no longer occurs
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1:53:20Step in to Win32ProcessPendingMessages() to see that sign extension no longer occurs
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1:56:23Close the "Sign extension bug" issue10
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1:56:23Close the "Sign extension bug" issue10
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1:56:23Close the "Sign extension bug" issue10
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1:56:58"Can still call OpenGL.DebugLightBufferTexIndex / OpenGL.DebugLightBufferIndex in release mode" issue11
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1:56:58"Can still call OpenGL.DebugLightBufferTexIndex / OpenGL.DebugLightBufferIndex in release mode" issue11
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1:56:58"Can still call OpenGL.DebugLightBufferTexIndex / OpenGL.DebugLightBufferIndex in release mode" issue11
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1:57:52Remove DebugLightBufferIndex and DebugLightBufferTexIndex from the open_gl struct
1:57:52Remove DebugLightBufferIndex and DebugLightBufferTexIndex from the open_gl struct
1:57:52Remove DebugLightBufferIndex and DebugLightBufferTexIndex from the open_gl struct
1:58:17Close that issue12
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1:58:17Close that issue12
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1:58:17Close that issue12
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1:58:54"Avoid hard dependency on OpenGL 4.2 (glTexStorage3D)" issue13
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1:58:54"Avoid hard dependency on OpenGL 4.2 (glTexStorage3D)" issue13
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1:58:54"Avoid hard dependency on OpenGL 4.2 (glTexStorage3D)" issue13
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1:59:34Make OpenGLInit() pass 0 as the level to the glTexImage3D() call
1:59:34Make OpenGLInit() pass 0 as the level to the glTexImage3D() call
1:59:34Make OpenGLInit() pass 0 as the level to the glTexImage3D() call
2:00:08Find that that works
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2:00:08Find that that works
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2:00:08Find that that works
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2:00:48Close that issue14
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2:00:48Close that issue14
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2:00:48Close that issue14
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2:02:02Q&A
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2:02:02Q&A
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2:02:02Q&A
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2:02:54davechat Q: Does 4coder support indenting of shader code yet?
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2:02:54davechat Q: Does 4coder support indenting of shader code yet?
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2:02:54davechat Q: Does 4coder support indenting of shader code yet?
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2:04:19bryanwwag Q: Personally I've only ever used LRU caches. Have you ever used LFU, and has it worked well?
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2:04:19bryanwwag Q: Personally I've only ever used LRU caches. Have you ever used LFU, and has it worked well?
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2:04:19bryanwwag Q: Personally I've only ever used LRU caches. Have you ever used LFU, and has it worked well?
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2:05:03bryanwwag (least frequently used)15
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2:05:03bryanwwag (least frequently used)15
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2:05:03bryanwwag (least frequently used)15
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2:11:05bryanwwag LFU has more overhead than LRU. More accounting, but statistically it supposedly converges to the same expected values
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2:11:05bryanwwag LFU has more overhead than LRU. More accounting, but statistically it supposedly converges to the same expected values
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2:11:05bryanwwag LFU has more overhead than LRU. More accounting, but statistically it supposedly converges to the same expected values
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2:12:26Custom emotes
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2:12:26Custom emotes
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2:12:26Custom emotes
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2:14:07mint_spider Q: Owl of Shame emote, Pig Hat emote for starters
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2:14:07mint_spider Q: Owl of Shame emote, Pig Hat emote for starters
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2:14:07mint_spider Q: Owl of Shame emote, Pig Hat emote for starters
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2:14:58thebirkisreal Q: Go look at the Handmade Network discord's emotes
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2:14:58thebirkisreal Q: Go look at the Handmade Network discord's emotes
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2:14:58thebirkisreal Q: Go look at the Handmade Network discord's emotes
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2:15:02garryjohanson Q: Jon Blow's face
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2:15:02garryjohanson Q: Jon Blow's face
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2:15:02garryjohanson Q: Jon Blow's face
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2:15:17se5a1 Lemongrab
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2:15:17se5a1 Lemongrab
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2:15:17se5a1 Lemongrab
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2:15:57Wrap it up
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2:15:57Wrap it up
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2:15:57Wrap it up
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