Gamepad & GamepadShift: Initially allocate as long-lived
This makes less heap churn and decreases code size a tiny bit
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@ -106,9 +106,8 @@ STATIC mp_obj_t gamepad_make_new(const mp_obj_type_t *type, size_t n_args,
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gamepad_obj_t* gamepad_singleton = MP_STATE_VM(gamepad_singleton);
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if (!gamepad_singleton ||
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!MP_OBJ_IS_TYPE(MP_OBJ_FROM_PTR(gamepad_singleton), &gamepad_type)) {
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gamepad_singleton = m_new_obj(gamepad_obj_t);
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gamepad_singleton = m_new_ll_obj(gamepad_obj_t);
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gamepad_singleton->base.type = &gamepad_type;
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gamepad_singleton = gc_make_long_lived(gamepad_singleton);
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if (!MP_STATE_VM(gamepad_singleton)) {
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supervisor_enable_tick();
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}
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@ -73,9 +73,8 @@ STATIC mp_obj_t gamepadshift_make_new(const mp_obj_type_t *type, size_t n_args,
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if (!gamepad_singleton ||
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!MP_OBJ_IS_TYPE(MP_OBJ_FROM_PTR(gamepad_singleton),
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&gamepadshift_type)) {
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gamepad_singleton = m_new_obj(gamepadshift_obj_t);
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gamepad_singleton = m_new_ll_obj(gamepadshift_obj_t);
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gamepad_singleton->base.type = &gamepadshift_type;
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gamepad_singleton = gc_make_long_lived(gamepad_singleton);
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if (!MP_STATE_VM(gamepad_singleton)) {
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supervisor_enable_tick();
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}
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