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https://github.com/TwilitRealm/dusklight
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Lurs' squashed commits
* first tphd wip * fix CMakeLists.txt after rebase * fix mipmapping (I hope) thanks to decaf-emu. Skipped a few textures in favor of GC assets and added new HD asset file formats * added third hook into dusk for second JKRMemArchive constructor (e.g. for sign textures). skip texture load for textures with imageoffset = 0 to get STG.arc loaded instead. And small refactorings/rebasings. added a few parameters in logging
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@@ -813,6 +813,16 @@ int mDoMch_Create() {
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gameHeapSize += 0x200000;
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gameHeapSize += 0x100000;
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dynamicLinkHeapSize = 0x180000;
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#if DUSK_TPHD
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// HD assets ship much larger archives/actors (CMPR texture injection
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// pushes stage BMDs past 8 MB and Link's Kmdl past 5 MB). Parent arena is
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// 1 GB on PC, distribute generously across every heap that holds model
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// or animation data at runtime.
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archiveHeapSize += 0x08000000; // +128 MB (large RARCs)
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gameHeapSize += 0x10000000; // +256 MB (parent of per-actor heaps like "Alink original")
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j2dHeapSize += 0x01000000; // +16 MB (UI textures)
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dynamicLinkHeapSize += 0x01000000; // +16 MB
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#endif
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#if !DEBUG
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// Fakematch because the heap sizes differ between debug and retail.
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@@ -862,7 +872,11 @@ int mDoMch_Create() {
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#endif
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archiveHeapSize *= 2;
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j2dHeapSize *= 2;
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#if DUSK_TPHD
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gameHeapSize *= 2;
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#else
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gameHeapSize *= 20; // NOTE: increased from 2 to 20 to try to solve heap alloc crashes. maybe do a better fix later
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#endif
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#endif
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JFWSystem::setSysHeapSize(arenaSize);
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