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.
This commit is contained in:
2026-01-18 14:33:52 -05:00
parent f95ba51c13
commit 7328d02d3d
18 changed files with 446 additions and 45 deletions

View File

@@ -13,17 +13,13 @@
### Migrated Subsystems
- **Display**: `Win32Window` and `Win32DisplayDevice` now use `EngineArena`.
- **Game Entities**: `Entity.h` uses `GameArena` for entity allocation; manual `free` calls removed from `game.cpp`.
- **Hot Reload**: `HotReload.cpp` (persistent paths to `EngineArena`) and `Win32HotReload.cpp` (temp paths to `ScratchArena`).
## Remaining Work
The following subsystems still use legacy `malloc`/`calloc`/`realloc`/`free` and need to be migrated.
### Hot Reload System
- **Files**: `Core/HotReload/HotReload.cpp`, `Core/HotReload/Win32/Win32HotReload.cpp`
- **Allocations**: `DLLFullPath`, `LockFullPath`, `tempDllPath`.
- **Strategy**:
- Use `EngineArena` for persistent paths (`DLLFullPath`, `LockFullPath`).
- Use `ScratchArena` for temporary paths (`tempDllPath`).
### IO System
- **Files**: `Core/HAL/IO/IOStream.cpp`, `Core/HAL/IO/Win32/Win32IOStream.cpp`