jak-project/game/sound
Tyler Wilding 9c631e11fe
offline-test: Partition by DGO and colorize/condense output (#2045)
This solves two main problems:
- the looming threat of running out of memory since every thread would
consume duplicate (and probably not needed) resources
- though I will point out, jak 2's offline tests seem to hardly use any
memory even with 400+ files, duplicated across many threads. Where as
jak 1 does indeed use tons more memory. So I think there is something
going on besides just the source files
- condense the output so it's much easier to see what is happening / how
close the test is to completing.
- one annoying thing about the multiple thread change was errors were
typically buried far in the middle of the output, this fixes that
- refactors the offline test code in general to be a lot more modular

The pretty printing is not enabled by default, run with `-p` or
`--pretty-print` if you want to use it


https://user-images.githubusercontent.com/13153231/205513212-a65c20d4-ce36-44f6-826a-cd475505dbf9.mp4
2022-12-22 13:41:33 -05:00
..
989snd offline-test: Partition by DGO and colorize/condense output (#2045) 2022-12-22 13:41:33 -05:00
common lint: add include sorting config to clang-format (#1517) 2022-06-22 23:37:46 -04:00
CMakeLists.txt 989snd: Support version >= 2 sound effects (#1991) 2022-12-02 18:08:44 -05:00
sdshim.cpp lint: add include sorting config to clang-format (#1517) 2022-06-22 23:37:46 -04:00
sdshim.h offline-test: Partition by DGO and colorize/condense output (#2045) 2022-12-22 13:41:33 -05:00
sndshim.cpp 989snd: Support version >= 2 sound effects (#1991) 2022-12-02 18:08:44 -05:00
sndshim.h 989snd: Support version >= 2 sound effects (#1991) 2022-12-02 18:08:44 -05:00