43 lines
4.0 KiB
Plaintext
43 lines
4.0 KiB
Plaintext
[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Cleaning Up Debug GUIDs" vod_platform=youtube id=ceMQT1DZkpo annotator=ffsjs]
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[0:12][Setting the stage and getting right back into cleaning up the debug layer]
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[2:21][Fixing compile errors after reactivating the -DHANDMADE_INTERNAL switch]
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[3:10][handmade_world_mode.cpp: Removing EntityDebugID from the DEBUG_DATA_BLOCK() call and considering adding it in a DEBUG_VALUE() call, if needed]
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[4:46][Replacing BlockName with GUID and further cleaning up the debug code]
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[5:58][handmade_debug_interface.h: Wrapping names that pass through the system in DEBUG_NAME()]
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[8:17][Fixing the TIMED_BLOCK macros]
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[9:58][handmade_render.cpp: Changing various BEGIN_BLOCK() calls to reference strings]
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[11:31][Removing names from END_BLOCK() calls]
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[13:50][Running after fixing compile errors]
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[16:58][handmade_debug.h: Deciding to simplify the debug_state struct]
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[17:43][handmade_debug.cpp: Checking if and where HighPriorityQueue is used, and removing it afterwards]
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[18:39][Removing the compiler feature from the debug system, but leaving it in place in the platform layer for the moment]
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[22:17][Reacquainting with the debug view system]
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[24:52][Breakdown of debug_view, debug_stored_event, debug_element and debug_tree]
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[28:34][Parsing the content of the GUID in the debug_element in order to obtain a more readable format]
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[30:04][handmade_debug.cpp: Hashing the strings in order for having them persistent across hot-reloads]
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[35:46][handmade_debug.h: Re-adding the GUID to the debug_element struct]
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[37:42][Storing the GUIDs in the persistent storage DebugArena]
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[38:35][Parsing the GUIDs to obtain FileNameCount, LineNumber and NameStartsAt]
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[41:16][handmade_debug_interface.h: Optimizing the UniqueFileCounterString__ macro for parsing]
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[45:12][Adding functions to easily retrieve the name and filename using counted strings from the debug element GUID]
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[47:17][Fixing compile errors]
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[49:06][Running and verifying the results - the parsing partially works]
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[50:21][handmade_debug.cpp: Reassigning the correct GUID when storing events so that they are safe across hot-reloads]
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[53:47][Changing the pre-storing of the GUID with the already extracted name]
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[54:28][Changing the separators from underscores to slashes]
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[56:40][Q&A][:speech]
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[56:56][@desuused][Please use the following hash computation: HashValue = HashValue * 65599 + *Scan; (sdbm, source: http://www.cse.yorku.ca/~oz/hash.html). Simply using a sum of chars *will* produce a lot of collisions. (source: http://programmers.stackexchange.com/a/145633)]
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[1:00:47][@Pseudonym73][Yes, the reasoning behind the hash is that it's used for symbols in ELF. If you think about it, symbols tend to come in clusters: i, j, k, x1, x2, x3 etc. ElfHash is designed to behave sensibly in that case]
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[1:03:29][@caffeine_storm][Do you have a stream schedule?]
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[1:04:26][@Pseudonym73][Actually, could you humour me and look at the disassembly for that hash function? The 65599 one? I'm curious to know how well it compiles]
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[1:09:33][@Cubercaleb][what is imul, int multiply?]
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[1:16:18][@x13pixels][Dude, you inspired me to write a handmade Windows debugger. Thanks for everything you do]
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[1:16:46][@Mojobojo][Why did you put the delta time of each frame into the input struct (Input->dtForFrame). That seemed a bit strange to me while looking through the source code today]
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[1:17:13][@Cubercaleb][Why are the half-bytes of the hex value 1003fh reversed in the instruction. I could understand the bytes being reversed, but the half-bytes?]
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[1:20:41][@quartertron][And you want Intel to ship a unifying ISA for all GPUs...]
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[1:22:20][@x13pixels][I'll keep that in mind]
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[1:22:54][@Mojobojo][Why was it passed in that structure? I was specifically looking for the delta time variable and that was the last place I expected it to be]
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[1:24:13][@Mojobojo][To add on, since each player has their own input struct, passing it through each one when it's going to be the same for each player seems redundant]
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[1:25:39][Wrap up. Thank you][:speech]
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[/video]
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