Clean up memory usage of XML loading

This commit is contained in:
Doyle Thai 2016-08-26 02:59:28 +10:00
parent 17cc6063a3
commit aa8590d585
4 changed files with 283 additions and 183 deletions

View File

@ -451,7 +451,9 @@ void debug_drawUi(GameState *state, f32 dt)
i32 debug_bAllocated = state->arena.bytesAllocated;
DEBUG_PUSH_VAR("TotalMemoryAllocated: %db", debug_bAllocated, "i32");
i32 debug_kbAllocated = state->arena.bytesAllocated / 1024;
i32 debug_mbAllocated = debug_kbAllocated / 1024;
DEBUG_PUSH_VAR("TotalMemoryAllocated: %dkb", debug_kbAllocated, "i32");
DEBUG_PUSH_VAR("TotalMemoryAllocated: %dmb", debug_mbAllocated, "i32");
DEBUG_PUSH_STRING("");
AudioManager *audioManager = &state->audioManager;

View File

@ -19,11 +19,10 @@ void entity_setActiveAnim(Entity *entity, char *animName)
if (common_strcmp(anim->key, animName) == 0)
{
entity->currAnimId = i;
EntityAnim *currEntityAnim =
&entity->animList[entity->currAnimId];
currEntityAnim->currDuration =
currEntityAnim->anim->frameDuration;
currEntityAnim->currFrame = 0;
EntityAnim *newEntityAnim = &entity->animList[i];
newEntityAnim->currDuration =
newEntityAnim->anim->frameDuration;
newEntityAnim->currFrame = 0;
return;
}
}

View File

@ -188,38 +188,19 @@ INTERNAL void debug_recursivePrintXmlTree(XmlNode *root, i32 levelsDeep)
}
}
INTERNAL void assetInit(GameState *state)
INTERNAL XmlToken *tokeniseXmlBuffer(MemoryArena *arena, char *buffer,
i32 bufferSize, int *numTokens)
{
AssetManager *assetManager = &state->assetManager;
MemoryArena *arena = &state->arena;
/* Create empty 1x1 4bpp black texture */
u32 bitmap = (0xFF << 24) | (0xFF << 16) | (0xFF << 8) | (0xFF << 0);
Texture emptyTex = texture_gen(1, 1, 4, CAST(u8 *)(&bitmap));
assetManager->textures[texlist_empty] = emptyTex;
/*
**********************
* Tokenise XML Buffer
**********************
*/
PlatformFileRead xmlFileRead = {0};
i32 result = platform_readFileToBuffer(
arena, "data/textures/WorldTraveller/ClaudeSprite.xml",
&xmlFileRead);
XmlToken *xmlTokens = PLATFORM_MEM_ALLOC(arena, 8192, XmlToken);
i32 tokenIndex = 0;
if (result)
for (i32 i = 0; i < bufferSize; i++)
{
DEBUG_LOG("Failed to read sprite sheet xml");
}
else
{
for (i32 i = 0; i < xmlFileRead.size; i++)
{
char c = (CAST(char *)xmlFileRead.buffer)[i];
char c = (CAST(char *) buffer)[i];
switch (c)
{
case '<':
@ -255,9 +236,9 @@ INTERNAL void assetInit(GameState *state)
case '"':
{
xmlTokens[tokenIndex].type = xmltokentype_value;
for (i32 j = i + 1; j < xmlFileRead.size; j++)
for (i32 j = i + 1; j < bufferSize; j++)
{
char c = (CAST(char *) xmlFileRead.buffer)[j];
char c = (CAST(char *) buffer)[j];
if (c == '"')
{
@ -265,8 +246,8 @@ INTERNAL void assetInit(GameState *state)
}
else
{
xmlTokens[tokenIndex]
.string[xmlTokens[tokenIndex].len++] = c;
xmlTokens[tokenIndex].string[xmlTokens[tokenIndex].len++] =
c;
#ifdef DENGINE_DEBUG
ASSERT(xmlTokens[tokenIndex].len <
ARRAY_COUNT(xmlTokens[tokenIndex].string));
@ -285,9 +266,9 @@ INTERNAL void assetInit(GameState *state)
if ((c >= 'a' && c <= 'z') || c >= 'A' && c <= 'Z')
{
xmlTokens[tokenIndex].type = xmltokentype_name;
for (i32 j = i; j < xmlFileRead.size; j++)
for (i32 j = i; j < bufferSize; j++)
{
char c = (CAST(char *) xmlFileRead.buffer)[j];
char c = (CAST(char *) buffer)[j];
if (c == ' ' || c == '=' || c == '>' || c == '<' ||
c == '\\')
@ -311,10 +292,17 @@ INTERNAL void assetInit(GameState *state)
}
}
}
// TODO(doyle): Dynamic token allocation
*numTokens = 8192;
return xmlTokens;
}
XmlNode root = {0};
XmlNode *node = &root;
INTERNAL XmlNode *buildXmlTree(MemoryArena *arena, XmlToken *xmlTokens,
i32 numTokens)
{
XmlNode *root = PLATFORM_MEM_ALLOC(arena, 1, XmlNode);
XmlNode *node = root;
node->parent = node;
// NOTE(doyle): Used for when closing a node with many children. We
@ -323,7 +311,7 @@ INTERNAL void assetInit(GameState *state)
// token indicates the group is closing- we need to set the last child's
// next reference to NULL
XmlNode *prevNode = NULL;
for (i32 i = 0; i < tokenIndex; i++)
for (i32 i = 0; i < numTokens; i++)
{
XmlToken *token = &xmlTokens[i];
@ -447,11 +435,13 @@ INTERNAL void assetInit(GameState *state)
}
}
#if 1
DEBUG_RECURSIVE_PRINT_XML_TREE(&root);
#endif
return root;
}
node = &root;
INTERNAL void parseXmlTreeToGame(AssetManager *assetManager, MemoryArena *arena,
XmlNode *root)
{
XmlNode *node = root;
while (node)
{
if (common_strcmp(node->name, "TextureAtlas") == 0)
@ -470,8 +460,8 @@ INTERNAL void assetInit(GameState *state)
asset_loadTextureImage(assetManager, imagePath, texlist_claude);
atlasEntry->key =
PLATFORM_MEM_ALLOC(arena, common_strlen(imageName)+1, char);
atlasEntry->key = PLATFORM_MEM_ALLOC(
arena, common_strlen(imageName) + 1, char);
common_strncpy(atlasEntry->key, imageName,
common_strlen(imageName));
@ -617,20 +607,105 @@ INTERNAL void assetInit(GameState *state)
}
node = node->next;
}
}
/* Load shaders */
asset_loadShaderFiles(assetManager, arena, "data/shaders/sprite.vert.glsl",
"data/shaders/sprite.frag.glsl",
shaderlist_sprite);
INTERNAL void recursiveFreeXmlTree(MemoryArena *arena, XmlNode *node)
{
if (!node)
{
return;
} else
{
// NOTE(doyle): First attribute is statically allocated, only if there's
// more attributes do we dynamically allocate
XmlAttribute *attrib = node->attribute.next;
result =
asset_loadTTFont(assetManager, arena, "C:/Windows/Fonts/Arialbd.ttf");
while (attrib)
{
XmlAttribute *next = attrib->next;
#ifdef DENGINE_DEBUG
if (result) DEBUG_LOG("Font loading failed");
GL_CHECK_ERROR();
DEBUG_LOG("Assets loaded");
#endif
attrib->name = NULL;
attrib->value = NULL;
PLATFORM_MEM_FREE(arena, attrib, sizeof(XmlAttribute));
attrib = next;
}
recursiveFreeXmlTree(arena, node->child);
recursiveFreeXmlTree(arena, node->next);
node->name = NULL;
node->isClosed = FALSE;
PLATFORM_MEM_FREE(arena, node, sizeof(XmlNode));
}
}
INTERNAL void freeXmlData(MemoryArena *arena, XmlToken *tokens, i32 numTokens,
XmlNode *tree)
{
if (tree) recursiveFreeXmlTree(arena, tree);
if (tokens) PLATFORM_MEM_FREE(arena, tokens, numTokens * sizeof(XmlToken));
}
INTERNAL void assetInit(GameState *state)
{
AssetManager *assetManager = &state->assetManager;
MemoryArena *arena = &state->arena;
/* Create empty 1x1 4bpp black texture */
u32 bitmap = (0xFF << 24) | (0xFF << 16) | (0xFF << 8) | (0xFF << 0);
Texture emptyTex = texture_gen(1, 1, 4, CAST(u8 *)(&bitmap));
assetManager->textures[texlist_empty] = emptyTex;
PlatformFileRead terrainXml = {0};
i32 result = platform_readFileToBuffer(
arena, "data/textures/WorldTraveller/terrain.xml", &terrainXml);
if (result)
{
DEBUG_LOG("Failed to read sprite sheet xml");
}
else
{
/* Tokenise buffer */
i32 numTokens = 0;
XmlToken *xmlTokens = tokeniseXmlBuffer(arena, terrainXml.buffer,
terrainXml.size, &numTokens);
/* Build XML tree from tokens */
XmlNode *xmlTree = buildXmlTree(arena, xmlTokens, numTokens);
/* Parse XML tree to game structures */
parseXmlTreeToGame(assetManager, arena, xmlTree);
/* Free data */
freeXmlData(arena, xmlTokens, numTokens, xmlTree);
platform_closeFileRead(arena, &terrainXml);
}
PlatformFileRead claudeXml = {0};
result = platform_readFileToBuffer(
arena, "data/textures/WorldTraveller/ClaudeSprite.xml", &claudeXml);
if (result)
{
DEBUG_LOG("Failed to read sprite sheet xml");
}
else
{
/* Tokenise buffer */
i32 numTokens = 0;
XmlToken *xmlTokens = tokeniseXmlBuffer(arena, claudeXml.buffer,
claudeXml.size, &numTokens);
/* Build XML tree from tokens */
XmlNode *xmlTree = buildXmlTree(arena, xmlTokens, numTokens);
/* Parse XML tree to game structures */
parseXmlTreeToGame(assetManager, arena, xmlTree);
/* Free data */
freeXmlData(arena, xmlTokens, numTokens, xmlTree);
platform_closeFileRead(arena, &claudeXml);
TexAtlas *claudeAtlas =
asset_getTexAtlas(assetManager, "ClaudeSprite.png");
@ -684,6 +759,21 @@ INTERNAL void assetInit(GameState *state)
#ifdef DENGINE_DEBUG
DEBUG_LOG("Animations created");
#endif
}
/* Load shaders */
asset_loadShaderFiles(assetManager, arena, "data/shaders/sprite.vert.glsl",
"data/shaders/sprite.frag.glsl",
shaderlist_sprite);
result =
asset_loadTTFont(assetManager, arena, "C:/Windows/Fonts/Arialbd.ttf");
#ifdef DENGINE_DEBUG
if (result) DEBUG_LOG("Font loading failed");
GL_CHECK_ERROR();
DEBUG_LOG("Assets loaded");
#endif
/* Load sound */
@ -874,7 +964,7 @@ INTERNAL v2 getPosRelativeToRect(Rect rect, v2 offset,
return result;
}
INTERNAL void unitTest()
INTERNAL void unitTest(MemoryArena *arena)
{
ASSERT(common_atoi("-2", common_strlen("-2")) == -2);
ASSERT(common_atoi("100", common_strlen("100")) == 100);
@ -886,6 +976,29 @@ INTERNAL void unitTest()
ASSERT(common_atoi("+32", common_strlen("+32")) == 32);
ASSERT(common_atoi("+ 32", common_strlen("+ 32")) == 0);
PlatformFileRead xmlFileRead = {0};
i32 result = platform_readFileToBuffer(
arena, "data/textures/WorldTraveller/ClaudeSprite.xml", &xmlFileRead);
if (result)
{
DEBUG_LOG(
"unitTest() error: Could not load XML file for memory free test");
}
else
{
/* Tokenise buffer */
i32 memBefore = arena->bytesAllocated;
i32 numTokens = 0;
XmlToken *xmlTokens = tokeniseXmlBuffer(arena, xmlFileRead.buffer,
xmlFileRead.size, &numTokens);
/* Build XML tree from tokens */
XmlNode *xmlTree = buildXmlTree(arena, xmlTokens, numTokens);
freeXmlData(arena, xmlTokens, numTokens, xmlTree);
i32 memAfter = arena->bytesAllocated;
ASSERT(memBefore == memAfter);
}
}
// TODO(doyle): Remove and implement own random generator!
@ -894,7 +1007,7 @@ INTERNAL void unitTest()
void worldTraveller_gameInit(GameState *state, v2 windowSize)
{
#ifdef DENGINE_DEBUG
unitTest();
unitTest(&state->arena);
#endif
i32 result = audio_init(&state->audioManager);
@ -1290,11 +1403,12 @@ INTERNAL void beginAttack(EventQueue *eventQueue, World *world,
switch (attacker->stats->queuedAttack)
{
case entityattack_tackle:
entity_setActiveAnim(attacker, "claudeAttack");
EntityAnim attackAnim = attacker->animList[attacker->currAnimId];
f32 busyDuration = attackAnim.anim->frameDuration *
CAST(f32) attackAnim.anim->numFrames;
attacker->stats->busyDuration = busyDuration;
entity_setActiveAnim(attacker, "claudeAttack");
if (attacker->direction == direction_east)
attacker->dPos.x += (1.0f * METERS_TO_PIXEL);
else

View File

@ -32,21 +32,6 @@ enum TerrainRects
terrainrects_count,
};
enum HeroRects
{
herorects_idle,
herorects_walkA,
herorects_walkB,
herorects_head,
herorects_waveA,
herorects_waveB,
herorects_battlePose,
herorects_castA,
herorects_castB,
herorects_castC,
herorects_count,
};
enum AnimList
{
animlist_hero_idle,