1 2 3 4 5 6 | i32 generalHeap_id = CreateParitionFromMemoryBlock(gameMemoryBlock, Megabytes(100), DYNAMIC); i32 assets_id = CreateParitionFromMemoryBlock(gameMemoryBlock, Megabytes(200), FRAME); i32 renderBuffer_id = CreateParitionFromMemoryBlock(gameMemoryBlock, Megabytes(10), LINEAR); i32* thing = Alloc(gernalHeap_id, i32, 1); Render_Command* command = Alloc(renderBuffer_id, Render_Command_Type, 1); |
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Basically I would be partitioning off memory arena's and specifying what type of allocation scheme I want to run on each of them when allocating memory. I thought this would handle most situations but I'm wondering what I might be missing and if I need to add in the possibility to sub-allocate an arena even further?