Converted Descriptor heap to memory arena. Used Gemini with antigravity.
Heap pool code is a mess right now (lot of useless comments) Will revisit later.
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@@ -13,17 +13,13 @@
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### Migrated Subsystems
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- **Display**: `Win32Window` and `Win32DisplayDevice` now use `EngineArena`.
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- **Game Entities**: `Entity.h` uses `GameArena` for entity allocation; manual `free` calls removed from `game.cpp`.
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- **Hot Reload**: `HotReload.cpp` (persistent paths to `EngineArena`) and `Win32HotReload.cpp` (temp paths to `ScratchArena`).
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## Remaining Work
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The following subsystems still use legacy `malloc`/`calloc`/`realloc`/`free` and need to be migrated.
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### Hot Reload System
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- **Files**: `Core/HotReload/HotReload.cpp`, `Core/HotReload/Win32/Win32HotReload.cpp`
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- **Allocations**: `DLLFullPath`, `LockFullPath`, `tempDllPath`.
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- **Strategy**:
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- Use `EngineArena` for persistent paths (`DLLFullPath`, `LockFullPath`).
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- Use `ScratchArena` for temporary paths (`tempDllPath`).
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### IO System
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- **Files**: `Core/HAL/IO/IOStream.cpp`, `Core/HAL/IO/Win32/Win32IOStream.cpp`
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