Jeffrey Crowell
818b750d71
avoid redundant storage uploads and extra alignment padding ( #55 )
...
was hitting this crash:
(lldb) bt
* thread #1 , queue = 'com.apple.main-thread', stop reason = signal SIGABRT
* frame #0 : 0x00000001927915b0 libsystem_kernel.dylib`__pthread_kill + 8
frame #1 : 0x00000001927cb888 libsystem_pthread.dylib`pthread_kill + 296
frame #2 : 0x00000001926d0850 libsystem_c.dylib`abort + 124
frame #3 : 0x00000001060400f8 libgame.dylib`aurora::ByteBuffer::resize(this=0x0000000106b97358, size=8488606, zeroed=false) at common.hpp:141:9
frame #4 : 0x0000000106047cb8 libgame.dylib`aurora::ByteBuffer::append(this=0x0000000106b97358, data=0x00000004323e0ae0, size=145566) at common.hpp:96:5
frame #5 : 0x0000000106038230 libgame.dylib`aurora::gfx::push(target=0x0000000106b97358, data="b0\xf2", length=145566, alignment=256) at common.cpp:725:12
frame #6 : 0x0000000106038340 libgame.dylib`aurora::gfx::push_storage(data="b0\xf2", length=145566) at common.cpp:750:10
frame #7 : 0x000000010606c144 libgame.dylib`aurora::gx::fifo::handle_draw(cmd=152 '\x98', data="\x98", pos=0x000000016d931eac, size=1184, bigEndian=true)
at command_processor.cpp:1668:26
frame #8 : 0x0000000106066434 libgame.dylib`aurora::gx::fifo::process(data="\x98", size=1184, bigEndian=true) at command_processor.cpp:628:7
frame #9 : 0x00000001060a00dc libgame.dylib`GXCallDisplayList(data=0x000000043247f980, nbytes=1184) at GXDispList.cpp:67:3
frame #10 : 0x0000000105f7d440 libgame.dylib`J3DShapeDraw::draw(this=0x0000000432839a28) const at J3DShapeDraw.cpp:79:5
frame #11 : 0x0000000105f7e97c libgame.dylib`J3DShape::drawFast(this=0x0000000432839960) const at J3DShape.cpp:337:32
frame #12 : 0x0000000105f793a0 libgame.dylib`J3DShapePacket::drawFast(this=0x00000004329be9e8) at J3DPacket.cpp:401:18
frame #13 : 0x0000000105f79280 libgame.dylib`J3DMatPacket::draw(this=0x00000004329bf448) at J3DPacket.cpp:236:17
frame #14 : 0x0000000105f98b3c libgame.dylib`J3DDrawBuffer::drawHead(this=0x000000042f513808) const at J3DDrawBuffer.cpp:232:21
frame #15 : 0x0000000105f98ce8 libgame.dylib`J3DDrawBuffer::draw(this=0x000000042f513808) const at J3DDrawBuffer.cpp:223:5
frame #16 : 0x000000010530cd50 libgame.dylib`dDlst_list_c::drawXluDrawList(this=0x0000000106bb99d0, pDrawBuf=0x000000042f513808) at d_drawlist.cpp:1835:15
frame #17 : 0x000000010528bc10 libgame.dylib`dDlst_list_c::drawXluListDarkBG(this=0x0000000106bb99d0) at d_drawlist.h:479:32
frame #18 : 0x0000000105289150 libgame.dylib`dComIfGd_drawXluListDarkBG() at d_com_inf_game.h:4729:33
frame #19 : 0x0000000105287dc0 libgame.dylib`mDoGph_Painter() at m_Do_graphic.cpp:1783:13
frame #20 : 0x00000001056325f0 libgame.dylib`cAPIGph_Painter() at c_API_graphic.cpp:10:5
frame #21 : 0x00000001052b6560 libgame.dylib`fpcM_Management(i_preExecuteFn=0x0000000000000000, i_postExecuteFn=(libgame.dylib`fapGm_After() at
f_ap_game.cpp:718)) at f_pc_manager.cpp:64:13
frame #22 : 0x00000001052a5fa8 libgame.dylib`fapGm_Execute() at f_ap_game.cpp:735:5
frame #23 : 0x0000000105236db0 libgame.dylib`main01() at m_Do_main.cpp:177:9
frame #24 : 0x0000000105237e2c libgame.dylib`game_main(argc=1, argv=0x000000016d9335a0) at m_Do_main.cpp:298:5
frame #25 : 0x00000001024cd518 dusk`main(argc=1, argv=0x000000016d9335a0) at main.cpp:12:12
frame #26 : 0x0000000192401d54 dyld`start + 7184
(lldb) f 4
frame #4 : 0x0000000106047cb8 libgame.dylib`aurora::ByteBuffer::append(this=0x0000000106b97358, data=0x00000004323e0ae0, size=145566) at common.hpp:96:5
93 [[nodiscard]] bool empty() const noexcept { return m_length == 0; }
94
95 void append(const void* data, size_t size) {
-> 96 resize(m_length + size, false);
^
97 memcpy(m_data + m_length, data, size);
98 m_length += size;
99 }
› (lldb) p/x m_capacity
(size_t) 0x0000000000800000
(lldb) p m_capacity
(size_t) 8388608
(lldb) p/x size
(size_t) 0x000000000081869e these were the size/capacity
essentially alignment padding was making the capacity overwhelmed.
2026-03-13 19:46:11 -07:00