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VideoSoftware: remove const memory usage of DebugUtil #135
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So we only alloc this ~50MB when the video software backend is used. |
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lgtm |
| @@ -245,7 +253,7 @@ void OnObjectEnd() | |||
| swstats.thisFrame.numDrawnObjects, ObjectBufferName[i], i - BufferBase[i]); | |||
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| (void)TextureToPng((u8*)ObjectBuffer[i], EFB_WIDTH * 4, filename, EFB_WIDTH, EFB_HEIGHT, true); | |||
| memset(ObjectBuffer[i], 0, sizeof(ObjectBuffer[i])); | |||
| memset(ObjectBuffer[i], 0, EFB_WIDTH*EFB_HEIGHT*sizeof(u32)); | |||
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I kinda have a de-ja-vu now...didn't we have something like this already once? |
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| void Init() | ||
| { | ||
| for (int i = 0; i < NumObjectBuffers; i++) | ||
| { | ||
| memset(ObjectBuffer[i], 0, sizeof(ObjectBuffer[i])); | ||
| ObjectBuffer[i] = new u32[EFB_WIDTH*EFB_HEIGHT](); |
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@dolphin-emu-bot rebuild (Just to have an up-to-date status on PRs that are mergeable - sorry for the spam) |
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LGTM |
| { | ||
| for (int i = 0; i < NumObjectBuffers; i++) | ||
| { | ||
| delete [] ObjectBuffer[i]; |
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LGTM once the spacing issues are resolved. I don't think we should block this because of the make_unique discussion from above, particularly since there has been no consensus on whether we want to make that a coding style rule or not. |
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@neobrain Yea the make_unique stuff shouldn't matter for this. As said, that can be converted all at once if/when we ever decide that. |
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spaces are fixed |
VideoSoftware: Remove const memory usage of DebugUtil
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