With 64 bit address spaces, thread stacks should have GBs reserved by default, and programming with alloca should be encouraged. A lot of string and container work could be done at high performance with alloca and no frees if you don't let them escape.
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You just pretend like you have a GC for all these things, and it just gets completely reset once per frame at a known point.
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We had this on one of the engines I worked on, a per frame linear buffer that would reset at a known time. It was shared among threads though, and it would be double buffered so GPU could access it on a different frame as well.
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It works just as well in non-game software. I have this solution in-place in our current software that has no concept of a “frame”. Each “work item” gets a temp allocator.
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Meant “server software” more specifically than non-game.
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