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Add memory-related code

Add memory and data-related implementations for handling game data.
feature/data-structs
TheoryOfNekomata hace 2 años
padre
commit
bc4593d806
Se han modificado 18 ficheros con 472 adiciones y 76 borrados
  1. +12
    -2
      CMakeLists.txt
  2. +13
    -0
      __mocks__/SDL_stdinc.mock.h
  3. +1
    -9
      src/packages/game/IZ_app.c
  4. +1
    -0
      src/packages/game/IZ_common.h
  5. +77
    -0
      src/packages/game/data/IZ_list.c
  6. +34
    -0
      src/packages/game/data/IZ_list.h
  7. +166
    -0
      src/packages/game/data/data.test.c
  8. +1
    -1
      src/packages/game/geometry/IZ_point2d.c
  9. +3
    -5
      src/packages/game/geometry/IZ_point2d.h
  10. +6
    -6
      src/packages/game/geometry/IZ_rect.h
  11. +3
    -3
      src/packages/game/geometry/IZ_vector2d.c
  12. +5
    -5
      src/packages/game/geometry/IZ_vector2d.h
  13. +11
    -11
      src/packages/game/geometry/geometry.test.c
  14. +4
    -4
      src/packages/game/input/input.test.c
  15. +22
    -23
      src/packages/game/memory/IZ_pool.c
  16. +6
    -5
      src/packages/game/memory/IZ_pool.h
  17. +106
    -1
      src/packages/game/memory/memory.test.c
  18. +1
    -1
      src/packages/game/output/output.test.c

+ 12
- 2
CMakeLists.txt Ver fichero

@@ -46,7 +46,7 @@ add_executable(
src/packages/game/input/IZ_keyboard.h
src/packages/game/IZ_config.c
src/packages/game/IZ_config.h
src/packages/game/geometry/IZ_point2d.c src/packages/game/geometry/IZ_point2d.h src/packages/game/geometry/IZ_vector2d.c src/packages/game/geometry/IZ_vector2d.h src/packages/game/geometry/IZ_rect.c src/packages/game/geometry/IZ_rect.h src/packages/game/core/IZ_object.c src/packages/game/core/IZ_object.h src/packages/game/core/IZ_creature.c src/packages/game/core/IZ_creature.h src/packages/game/core/IZ_entity.c src/packages/game/core/IZ_entity.h src/packages/game/memory/IZ_pool.c src/packages/game/memory/IZ_pool.h src/packages/game/input/IZ_input.c src/packages/game/input/IZ_input.h src/packages/game/input/IZ_midi.c src/packages/game/input/IZ_midi.h)
src/packages/game/geometry/IZ_point2d.c src/packages/game/geometry/IZ_point2d.h src/packages/game/geometry/IZ_vector2d.c src/packages/game/geometry/IZ_vector2d.h src/packages/game/geometry/IZ_rect.c src/packages/game/geometry/IZ_rect.h src/packages/game/core/IZ_object.c src/packages/game/core/IZ_object.h src/packages/game/core/IZ_creature.c src/packages/game/core/IZ_creature.h src/packages/game/core/IZ_entity.c src/packages/game/core/IZ_entity.h src/packages/game/memory/IZ_pool.c src/packages/game/memory/IZ_pool.h src/packages/game/input/IZ_input.c src/packages/game/input/IZ_input.h src/packages/game/input/IZ_midi.c src/packages/game/input/IZ_midi.h src/packages/game/data/IZ_list.c src/packages/game/data/IZ_list.h)

target_link_libraries(
game
@@ -118,7 +118,17 @@ add_executable(

src/packages/game/memory/IZ_pool.h
src/packages/game/memory/IZ_pool.c
src/packages/game/memory/memory.test.c)
src/packages/game/memory/memory.test.c src/packages/game/data/IZ_list.c src/packages/game/data/IZ_list.h)

add_executable(
game-test-data
dependencies/bdd-for-c/bdd-for-c.h
src/packages/test/IZ_mock.h
src/packages/test/IZ_test.h

src/packages/game/data/IZ_list.h
src/packages/game/data/IZ_list.c
src/packages/game/data/data.test.c)

if (WIN32)
add_custom_command(TARGET game POST_BUILD


+ 13
- 0
__mocks__/SDL_stdinc.mock.h Ver fichero

@@ -2,10 +2,23 @@
#define SDL_STDINC_MOCK_H

#include <string.h>
#include "../src/packages/game/IZ_common.h"
#include "../src/packages/test/IZ_test.h"

mock(SDL_memcpy) void* SDL_memcpy(void* dst, const void* src, size_t len) {
mock_return(SDL_memcpy) memcpy(dst, src, len);
}

mock(SDL_memset) void* SDL_memset(void* dst, i32 c, size_t len) {
mock_return(SDL_memset) memset(dst, c, len);
}

mock(SDL_malloc) void* SDL_malloc(size_t size) {
mock_return(SDL_malloc) malloc(size);
}

mock(SDL_free) void SDL_free(void* mem) {
mock_return(SDL_free);
}

#endif

+ 1
- 9
src/packages/game/IZ_app.c Ver fichero

@@ -20,15 +20,7 @@ IZ_ProcedureResult IZ_AppInitialize(IZ_App* app) {
}

IZ_InputInitialize(config_path, &app->input_state);
IZ_PoolInitialize(&app->pool);
// void* p1 = IZ_PoolAllocate(&app->memory_pool, sizeof(u16), 0)->pointer;
// void* p2 = IZ_PoolAllocate(&app->memory_pool, sizeof(u8), 0)->pointer;
// void* p3 = IZ_PoolAllocate(&app->memory_pool, sizeof(u64), 0)->pointer;
// void* p4 = IZ_PoolAllocate(&app->memory_pool, sizeof(u32), 0)->pointer;
// printf("\n%p %p %p %p\n", p1, p2, p3, p4);
// IZ_PoolDeallocate(p1);
// void* p5 = IZ_PoolAllocate(&app->memory_pool, sizeof(u16), 0)->pointer;
// printf("\n%p\n", p5);
IZ_PoolInitialize(&app->pool, POOL_MAX_SIZE);

// TODO put into its timer module
app->ticks = 0;


+ 1
- 0
src/packages/game/IZ_common.h Ver fichero

@@ -2,6 +2,7 @@
#define IZ_COMMON_H

#include <stdint.h>
#include <stdbool.h>

#define PLAYERS (unsigned char) 1
#define APP_NAME "SDL2"


+ 77
- 0
src/packages/game/data/IZ_list.c Ver fichero

@@ -0,0 +1,77 @@
#include "IZ_list.h"

bool IZ_ListFindFilterAlwaysTrue(IZ_ListNode* _node, u64 _index) {
return true;
}

void IZ_ListInitialize(IZ_List* list) {
list->root = NULL;
}

void IZ_ListTeardown(IZ_List* list) {
while (list->root) {
_IZ_ListDeleteFirstNode(list, IZ_ListFindFilterAlwaysTrue);
}
}

IZ_ListNode* IZ_ListAppendNode(IZ_List* list, void* node_value) {
IZ_ListNode* new_node = SDL_malloc(sizeof(IZ_ListNode));
new_node->value = node_value;
if (!(list->root)) {
list->root = new_node;
} else {
IZ_ListNode *last_node = list->root;
while (last_node->next) {
last_node = last_node->next;
}
last_node->next = new_node;
}
new_node->next = NULL;
return new_node;
}

void _IZ_ListDeleteFirstNode(IZ_List* list, IZ_ListFindFilter filter) {
if (!(list && list->root)) {
return;
}

IZ_ListNode* iterator = list->root;
IZ_ListNode* previous_node = NULL;
u64 index = 0;
do {
if (!filter(iterator, index)) {
previous_node = iterator;
iterator = iterator->next;
index += 1;
continue;
}

if (previous_node) {
previous_node->next = iterator->next;
} else {
list->root = iterator->next;
}

SDL_free(iterator);
return;
} while (iterator);
}

IZ_ListNode* _IZ_ListFindFirstNode(IZ_List* list, IZ_ListFindFilter filter) {
if (!(list && list->root)) {
return NULL;
}

IZ_ListNode* iterator = list->root;
u64 index = 0;
do {
if (!filter(iterator, index)) {
iterator = iterator->next;
index += 1;
continue;
}
return iterator;
} while (iterator);

return NULL;
}

+ 34
- 0
src/packages/game/data/IZ_list.h Ver fichero

@@ -0,0 +1,34 @@
#ifndef IZ_LIST_H
#define IZ_LIST_H

#include "../IZ_common.h"
#include "SDL_stdinc.h"

typedef struct IZ_ListNode {
void* value;
struct IZ_ListNode* next;
} IZ_ListNode;

typedef struct {
IZ_ListNode* root;
} IZ_List;

typedef bool IZ_ListFindFilter(IZ_ListNode*, u64);

void IZ_ListInitialize(IZ_List*);

void IZ_ListTeardown(IZ_List*);

IZ_ListNode* IZ_ListAppendNode(IZ_List*, void*);

#define IZ_LIST_FILTER_FUNCTION(X) static IZ_PoolItem* X = NULL;

void _IZ_ListDeleteFirstNode(IZ_List*, IZ_ListFindFilter);

#define IZ_ListDeleteFirstNode(X, Y) X = Y; _IZ_ListDeleteFirstNode

IZ_ListNode* _IZ_ListFindFirstNode(IZ_List*, IZ_ListFindFilter);

#define IZ_ListFindFirstNode(X, Y) X = Y; _IZ_ListFindFirstNode

#endif

+ 166
- 0
src/packages/game/data/data.test.c Ver fichero

@@ -0,0 +1,166 @@
#include "../../test/IZ_test.h"
#include "../../game/IZ_common.h"
#include "../../../__mocks__/SDL_stdinc.mock.h"
#include "IZ_list.h"

bool NodeExists(IZ_ListNode* node, u64 _index) {
return *((u64*) node->value) == 42069;
}

bool NodeExists2(IZ_ListNode* node, u64 _index) {
return *((u64*) node->value) == 69420;
}

bool NodeDoesNotExist(IZ_ListNode* node, u64 _index) {
return *((u64*) node->value) == 55555;
}

spec("data") {
describe("list") {
describe("Initialize") {
static IZ_List list;
it("sets root to NULL") {
IZ_ListInitialize(&list);

check(list.root == NULL, "List not properly initialized.");
}
}

describe("Teardown") {
static IZ_List list;

before_each() {
static u64 value1 = 69420u;
static u64 value2 = 42069u;
static u64 value3 = 69069u;

IZ_ListInitialize(&list);
IZ_ListAppendNode(&list, &value1);
IZ_ListAppendNode(&list, &value2);
IZ_ListAppendNode(&list, &value3);
}

after_each() {
mock_reset(SDL_free);
}

it("removes all nodes from the list") {
mock_set_expected_calls(SDL_free, 3);
IZ_ListTeardown(&list);

check(
mock_get_expected_calls(SDL_free) == mock_get_actual_calls(SDL_free),
"Deallocator function call count mismatch."
);
}
}

describe("AppendNode") {
static IZ_List list;
static IZ_List list2;

before_each() {
IZ_ListInitialize(&list);
}

before_each() {
IZ_ListInitialize(&list2);
static u64 existing_value = 69420u;
static IZ_ListNode existing_node = {
.value = &existing_value,
.next = NULL,
};
list2.root = &existing_node;
}

after_each() {
mock_reset(SDL_malloc);
}

it("appends new node to empty list and sets it as root") {
static u64 value = 69420u;
IZ_ListAppendNode(&list, &value);

check(*((u64*) list.root->value) == 69420u, "Node not properly appended.");
check(
mock_is_called(SDL_malloc),
"Allocator function not called."
);
}

it("appends new node to non-empty list") {
static u64 value1 = 42069u;

IZ_ListAppendNode(&list2, &value1);

check(*((u64*) list2.root->next->value) == 42069u, "Node not properly appended.");
check(
mock_is_called(SDL_malloc),
"Allocator function not called."
);
}
}

describe("FindFirstNode") {
static IZ_List list;
static u64 value1 = 69420u;
static u64 value2 = 42069u;

before_each() {
IZ_ListInitialize(&list);
IZ_ListAppendNode(&list, &value1);
IZ_ListAppendNode(&list, &value2);
}

it("retrieves first node satisfying the filter condition") {
static IZ_ListNode* node;
node = _IZ_ListFindFirstNode(&list, NodeExists);
check(*((u64*) node->value) == 42069u, "Existing node not found.");
}

it("returns NULL when all nodes do not satisfy the filter condition") {
static IZ_ListNode* node;
node = _IZ_ListFindFirstNode(&list, NodeDoesNotExist);
check(node == NULL, "Non-existing node found.");
}
}

describe("DeleteFirstNode") {
static IZ_List list;

before_each() {
static u64 value1 = 69420u;
static u64 value2 = 42069u;
static u64 value3 = 69069u;

IZ_ListInitialize(&list);
IZ_ListAppendNode(&list, &value1);
IZ_ListAppendNode(&list, &value2);
IZ_ListAppendNode(&list, &value3);
}

after_each() {
mock_reset(SDL_free);
}

it("removes first node satisfying the filter condition") {
_IZ_ListDeleteFirstNode(&list, NodeExists);

check(
mock_is_called(SDL_free),
"Deallocator function not called."
);

check(
_IZ_ListFindFirstNode(&list, NodeExists2),
"Node supposed to be present in list is absent."
);

check(
!_IZ_ListFindFirstNode(&list, NodeExists),
"Deleted node still present in list."
);
}
}
}
}

+ 1
- 1
src/packages/game/geometry/IZ_point2d.c Ver fichero

@@ -1,6 +1,6 @@
#include "IZ_point2d.h"

IZ_Point2D IZ_PointTranslate(IZ_Point2D point, IZ_GeoCoord translate_x, IZ_GeoCoord translate_y) {
IZ_Point2D IZ_Point2DTranslate(IZ_Point2D point, f32 translate_x, f32 translate_y) {
return (IZ_Point2D) {
.x = point.x + translate_x,
.y = point.y + translate_y,


+ 3
- 5
src/packages/game/geometry/IZ_point2d.h Ver fichero

@@ -3,13 +3,11 @@

#include "../IZ_common.h"

typedef f32 IZ_GeoCoord;

typedef struct {
IZ_GeoCoord x;
IZ_GeoCoord y;
f32 x;
f32 y;
} IZ_Point2D;

IZ_Point2D IZ_PointTranslate(IZ_Point2D, IZ_GeoCoord, IZ_GeoCoord);
IZ_Point2D IZ_Point2DTranslate(IZ_Point2D, f32, f32);

#endif

+ 6
- 6
src/packages/game/geometry/IZ_rect.h Ver fichero

@@ -5,17 +5,17 @@
#include "IZ_point2d.h"

typedef struct {
IZ_GeoCoord left;
IZ_GeoCoord top;
IZ_GeoCoord right;
IZ_GeoCoord bottom;
f32 left;
f32 top;
f32 right;
f32 bottom;
} IZ_Bounds;

typedef struct {
// top left
IZ_Point2D pos;
IZ_GeoCoord width;
IZ_GeoCoord height;
f32 width;
f32 height;
} IZ_Rect;

IZ_Bounds IZ_RectGetBounds(IZ_Rect);


+ 3
- 3
src/packages/game/geometry/IZ_vector2d.c Ver fichero

@@ -1,20 +1,20 @@
#include "IZ_vector2d.h"

IZ_Vector2D IZ_VectorAdd(IZ_Vector2D addend, IZ_Vector2D augend) {
IZ_Vector2D IZ_Vector2DAdd(IZ_Vector2D addend, IZ_Vector2D augend) {
return (IZ_Vector2D) {
.right = addend.right + augend.right,
.up = addend.up + augend.up,
};
}

IZ_Vector2D IZ_VectorMultiply(IZ_Vector2D multiplicand, IZ_Vector2D multiplier) {
IZ_Vector2D IZ_Vector2DMultiply(IZ_Vector2D multiplicand, IZ_Vector2D multiplier) {
return (IZ_Vector2D) {
.right = multiplicand.right * multiplier.right,
.up = multiplicand.up * multiplier.up,
};
}

IZ_Vector2D IZ_VectorScale(IZ_Vector2D vector, IZ_GeoCoord scalar) {
IZ_Vector2D IZ_Vector2DScale(IZ_Vector2D vector, f32 scalar) {
return (IZ_Vector2D) {
.right = vector.right * scalar,
.up = vector.up * scalar,


+ 5
- 5
src/packages/game/geometry/IZ_vector2d.h Ver fichero

@@ -4,14 +4,14 @@
#include "IZ_point2d.h"

typedef struct {
IZ_GeoCoord right;
IZ_GeoCoord up;
f32 right;
f32 up;
} IZ_Vector2D;

IZ_Vector2D IZ_VectorAdd(IZ_Vector2D, IZ_Vector2D);
IZ_Vector2D IZ_Vector2DAdd(IZ_Vector2D, IZ_Vector2D);

IZ_Vector2D IZ_VectorMultiply(IZ_Vector2D, IZ_Vector2D);
IZ_Vector2D IZ_Vector2DMultiply(IZ_Vector2D, IZ_Vector2D);

IZ_Vector2D IZ_VectorScale(IZ_Vector2D, IZ_GeoCoord);
IZ_Vector2D IZ_Vector2DScale(IZ_Vector2D, f32);

#endif

+ 11
- 11
src/packages/game/geometry/geometry.test.c Ver fichero

@@ -5,7 +5,7 @@

spec("geometry") {
describe("point2d") {
describe("PointTranslate") {
describe("Translate") {
it("translates coordinates of a point") {
static IZ_Point2D input = {
.x = 420.f,
@@ -18,7 +18,7 @@ spec("geometry") {
};

static IZ_Point2D actual;
actual = IZ_PointTranslate(input, 6.f, 9.f);
actual = IZ_Point2DTranslate(input, 6.f, 9.f);

check(expected.x == actual.x, "X values do not match.");
check(expected.y == actual.y, "Y values do not match.");
@@ -27,7 +27,7 @@ spec("geometry") {
}

describe("vector2d") {
describe("VectorAdd") {
describe("Add") {
it("adds two vectors") {
static IZ_Vector2D addend = {
.right = 420.f,
@@ -45,14 +45,14 @@ spec("geometry") {
};

static IZ_Vector2D actual_sum;
actual_sum = IZ_VectorAdd(addend, augend);
actual_sum = IZ_Vector2DAdd(addend, augend);

check(expected_sum.right == actual_sum.right, "Right values do not match.");
check(expected_sum.up == actual_sum.up, "Up values do not match.");
}
}

describe("VectorMultiply") {
describe("Multiply") {
it("multiplies two vectors") {
static IZ_Vector2D multiplicand = {
.right = 6.f,
@@ -70,14 +70,14 @@ spec("geometry") {
};

static IZ_Vector2D actual_product;
actual_product = IZ_VectorMultiply(multiplicand, multiplier);
actual_product = IZ_Vector2DMultiply(multiplicand, multiplier);

check(expected_product.right == actual_product.right, "Right values do not match.");
check(expected_product.up == actual_product.up, "Up values do not match.");
}
}

describe("VectorScale") {
describe("Scale") {
it("scales a vector") {
static IZ_Vector2D v = {
.right = 420.f,
@@ -92,7 +92,7 @@ spec("geometry") {
};

static IZ_Vector2D actual;
actual = IZ_VectorScale(v, s);
actual = IZ_Vector2DScale(v, s);

check(expected.right == actual.right, "Right values do not match.");
check(expected.up == actual.up, "Up values do not match.");
@@ -101,7 +101,7 @@ spec("geometry") {
}

describe("rect") {
describe("RectGetBounds") {
describe("GetBounds") {
it("returns the bounds of a rectangle") {
static IZ_Rect r = {
.pos = {
@@ -129,7 +129,7 @@ spec("geometry") {
}
}

describe("RectBoundsContainPoint") {
describe("BoundsContainPoint") {
it("returns true for points inside bounds") {
static IZ_Bounds b = {
.left = 50,
@@ -185,7 +185,7 @@ spec("geometry") {
}
}

describe("RectBoundsCollide") {
describe("BoundsCollide") {
it("returns true for bounds A inside bounds B") {
static IZ_Bounds a = {
.left = 100,


+ 4
- 4
src/packages/game/input/input.test.c Ver fichero

@@ -15,7 +15,7 @@ i16 GenerateAxisValueOutsideThreshold(u16 threshold) {

spec("input") {
describe("joystick") {
describe("JoystickHandleEvents") {
describe("HandleEvents") {
static SDL_Event e;
static IZ_JoystickState state[PLAYERS] = {};
static IZ_Action action[PLAYERS] = {};
@@ -259,7 +259,7 @@ spec("input") {
}
}

describe("JoystickSaveConfig") {
describe("SaveConfig") {
static IZ_JoystickState state[PLAYERS];

after_each() {
@@ -290,7 +290,7 @@ spec("input") {
}

describe("keyboard") {
describe("KeyboardHandleEvents") {
describe("HandleEvents") {
static SDL_Event e;
static IZ_KeyboardState state[PLAYERS] = {};
static IZ_Action action[PLAYERS] = {};
@@ -326,7 +326,7 @@ spec("input") {
}
}

describe("KeyboardSaveConfig") {
describe("SaveConfig") {
static IZ_KeyboardState state[PLAYERS] = {};

after_each() {


+ 22
- 23
src/packages/game/memory/IZ_pool.c Ver fichero

@@ -1,14 +1,15 @@
#include "IZ_pool.h"

void IZ_PoolInitialize(IZ_Pool* pool) {
SDL_memset(pool->items, 0, POOL_MAX_ITEMS * sizeof(IZ_PoolItem));
pool->top = 0;
pool->memory = SDL_malloc(POOL_MAX_SIZE);
SDL_memset(pool->memory, 0, POOL_MAX_SIZE);
void IZ_PoolInitialize(IZ_Pool* pool, size_t size) {
pool->items = &(IZ_List){ .root = NULL };
pool->memory = SDL_malloc(size);
SDL_memset(pool->memory, 0, size);
pool->allocated_memory = 0;
pool->next_address = 0;
pool->max_size = size;
}

IZ_PoolItem* IZ_PoolAllocate(IZ_Pool* pool, size_t size, u64 created_at) {
IZ_PoolItem* IZ_PoolAllocate(IZ_Pool* pool, size_t size, u64 priority) {
// 1. check next free allocation for size
// 2. if 1. returns non-null,

@@ -20,31 +21,29 @@ IZ_PoolItem* IZ_PoolAllocate(IZ_Pool* pool, size_t size, u64 created_at) {
// }
// }

if (pool->max_size - pool->allocated_memory < size) {
// TODO deallocate memory based from priority
}

void* pointer = &pool->memory[pool->next_address];
IZ_PoolItem* next_allocation = &pool->items[pool->top];
pool->items[pool->top] = (IZ_PoolItem) {
IZ_ListNode* new_item = IZ_ListAppendNode(pool->items, &(IZ_PoolItem) {
.pointer = pointer,
.size = size,
.created_at = created_at,
.priority = priority,
.pool = pool,
};
pool->top = (pool->top + 1) % POOL_MAX_ITEMS;
});
pool->next_address = (pool->next_address + size) % POOL_MAX_SIZE;
return next_allocation;
pool->allocated_memory += size;
return new_item->value;
}

IZ_LIST_FILTER_FUNCTION(__current_item) bool IZ_PoolGetSameItem(IZ_ListNode* node, u64 _index) {
return node->value == __current_item;
}

void IZ_PoolDeallocate(IZ_PoolItem* item) {
u64 i;
for (i = 0; i < POOL_MAX_ITEMS; i += 1) {
if (&item->pool->items[i] != item) {
continue;
}
item->pool->items[i].pool = NULL;
item->pool->items[i].size = 0;
item->pool->items[i].pointer = NULL;
item->pool->items[i].created_at = 0;
return;
}
IZ_ListDeleteFirstNode(__current_item, item)(item->pool->items, IZ_PoolGetSameItem);
}

void IZ_PoolTeardown(IZ_Pool* pool) {


+ 6
- 5
src/packages/game/memory/IZ_pool.h Ver fichero

@@ -3,8 +3,8 @@

#include <SDL_stdinc.h>
#include "../IZ_common.h"
#include "../data/IZ_list.h"

#define POOL_MAX_ITEMS (1000) // 16 million allocations max
#define POOL_MAX_SIZE (1l << 23) // 16MB

struct IZ_Pool;
@@ -12,18 +12,19 @@ struct IZ_Pool;
typedef struct {
void* pointer;
size_t size;
u64 created_at;
u64 priority;
struct IZ_Pool* pool;
} IZ_PoolItem;

typedef struct IZ_Pool {
u16 top;
IZ_List* items;
u64 next_address;
IZ_PoolItem items[POOL_MAX_ITEMS];
u64 allocated_memory;
size_t max_size;
void* memory;
} IZ_Pool;

void IZ_PoolInitialize(IZ_Pool*);
void IZ_PoolInitialize(IZ_Pool*, size_t);

IZ_PoolItem* IZ_PoolAllocate(IZ_Pool*, size_t, u64);



+ 106
- 1
src/packages/game/memory/memory.test.c Ver fichero

@@ -1,18 +1,123 @@
#include "../../test/IZ_test.h"
#include "../../../__mocks__/SDL_stdinc.mock.h"
#include "IZ_pool.h"

struct DummyInnerStruct {
i8 f;
i8 g;
};

struct DummyStruct {
i8 a;
i16 b;
i32 c;
i64 d;
struct DummyInnerStruct e;
};

spec("memory") {
describe("pool") {
describe("PoolInitialize") {
static IZ_Pool pool;

after_each() {
mock_reset(SDL_memset);
}

after_each() {
mock_reset(SDL_malloc);
}

after_each() {
IZ_PoolTeardown(&pool);
}

it("initializes the pool values") {
mock_set_expected_calls(SDL_memset, 1);

IZ_PoolInitialize(&pool, POOL_MAX_SIZE);

check(
mock_get_expected_calls(SDL_memset) == mock_get_actual_calls(SDL_memset),
"Call count mismatch."
);
}

it("initializes the pool memory") {
IZ_PoolInitialize(&pool, POOL_MAX_SIZE);

check(
mock_is_called(SDL_malloc),
"Memory not allocated."
);
}
}

describe("PoolAllocate") {
static IZ_Pool pool;

after_each() {
IZ_PoolTeardown(&pool);
}

it("assigns contiguous memory") {
IZ_PoolInitialize(&pool, POOL_MAX_SIZE);

void* p1 = IZ_PoolAllocate(&pool, sizeof(struct DummyStruct), 0)->pointer;
void* p2 = IZ_PoolAllocate(&pool, sizeof(u8), 0)->pointer;

check(
p2 - p1 == sizeof(struct DummyStruct),
"Allocated memory mismatch."
);
}

it("ignores previously deallocated items") {
IZ_PoolInitialize(&pool, POOL_MAX_SIZE);

void* p1 = IZ_PoolAllocate(&pool, sizeof(struct DummyStruct), 0)->pointer;
void* p2 = IZ_PoolAllocate(&pool, sizeof(u8), 0)->pointer;
void* p3 = IZ_PoolAllocate(&pool, sizeof(u8), 0)->pointer;

IZ_PoolDeallocate(p2);

check(
p3 - p1 == sizeof(struct DummyStruct) + sizeof(u8),
"Allocated memory mismatch."
);
}

it("deallocates old items to make way for new ones when the memory is full") {
IZ_PoolInitialize(&pool, sizeof(u32));

IZ_PoolAllocate(&pool, sizeof(u16), 1);
IZ_PoolAllocate(&pool, sizeof(u8), 0);
IZ_PoolAllocate(&pool, sizeof(u8), 0);
IZ_PoolAllocate(&pool, sizeof(u8), 0);
}
}

describe("PoolDeallocate") {
describe("PoolDeallocate") {}

describe("PoolTeardown") {
static IZ_Pool pool;

before_each() {
IZ_PoolInitialize(&pool, POOL_MAX_SIZE);
}

after_each() {
mock_reset(SDL_free);
}

it("frees memory") {
IZ_PoolTeardown(&pool);

check(
mock_is_called(SDL_free),
"Memory not freed."
);
}
}
}
}

+ 1
- 1
src/packages/game/output/output.test.c Ver fichero

@@ -5,7 +5,7 @@

spec("output") {
describe("video") {
describe("VideoSaveConfig") {
describe("SaveConfig") {
static IZ_VideoConfig config;

after_each() {


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