Annotate all data with DUSK_GAME_DATA (#2214)

The hope of auto-importing data via lld MinGW
+ pseudo_reloc is now dead thanks to ARM64,
so I just wrote a script to go annotate every
exported data symbol in the game instead.
This commit is contained in:
Luke Street
2026-07-14 13:49:21 -06:00
committed by GitHub
parent f5d30a886d
commit eed14acdc6
843 changed files with 4817 additions and 4821 deletions
+46 -46
View File
@@ -266,36 +266,36 @@ static ResTIMG* createTimg(u16 width, u16 height, u32 format) {
return timg;
}
JUTFader* mDoGph_gInf_c::mFader;
DUSK_GAME_DATA JUTFader* mDoGph_gInf_c::mFader;
#if PLATFORM_WII || PLATFORM_SHIELD || TARGET_PC
ResTIMG* mDoGph_gInf_c::m_fullFrameBufferTimg;
void* mDoGph_gInf_c::m_fullFrameBufferTex;
DUSK_GAME_DATA ResTIMG* mDoGph_gInf_c::m_fullFrameBufferTimg;
DUSK_GAME_DATA void* mDoGph_gInf_c::m_fullFrameBufferTex;
#endif
ResTIMG* mDoGph_gInf_c::mFrameBufferTimg;
DUSK_GAME_DATA ResTIMG* mDoGph_gInf_c::mFrameBufferTimg;
void* mDoGph_gInf_c::mFrameBufferTex;
DUSK_GAME_DATA void* mDoGph_gInf_c::mFrameBufferTex;
ResTIMG* mDoGph_gInf_c::mZbufferTimg;
DUSK_GAME_DATA ResTIMG* mDoGph_gInf_c::mZbufferTimg;
void* mDoGph_gInf_c::mZbufferTex;
DUSK_GAME_DATA void* mDoGph_gInf_c::mZbufferTex;
f32 mDoGph_gInf_c::mFadeRate;
DUSK_GAME_DATA f32 mDoGph_gInf_c::mFadeRate;
f32 mDoGph_gInf_c::mFadeSpeed;
DUSK_GAME_DATA f32 mDoGph_gInf_c::mFadeSpeed;
GXColor mDoGph_gInf_c::mBackColor = {0, 0, 0, 0};
DUSK_GAME_DATA GXColor mDoGph_gInf_c::mBackColor = {0, 0, 0, 0};
GXColor mDoGph_gInf_c::mFadeColor = {0, 0, 0, 0};
DUSK_GAME_DATA GXColor mDoGph_gInf_c::mFadeColor = {0, 0, 0, 0};
u8 mDoGph_gInf_c::mBlureFlag;
DUSK_GAME_DATA u8 mDoGph_gInf_c::mBlureFlag;
u8 mDoGph_gInf_c::mBlureRate;
DUSK_GAME_DATA u8 mDoGph_gInf_c::mBlureRate;
u8 mDoGph_gInf_c::mFade;
DUSK_GAME_DATA u8 mDoGph_gInf_c::mFade;
bool mDoGph_gInf_c::mAutoForcus;
DUSK_GAME_DATA bool mDoGph_gInf_c::mAutoForcus;
void mDoGph_gInf_c::create() {
#if PLATFORM_WII || PLATFORM_SHIELD
@@ -400,16 +400,16 @@ void mDoGph_gInf_c::onBlure() {
}
#if PLATFORM_WII || PLATFORM_SHIELD || TARGET_PC
TGXTexObj mDoGph_gInf_c::m_fullFrameBufferTexObj;
DUSK_GAME_DATA TGXTexObj mDoGph_gInf_c::m_fullFrameBufferTexObj;
#endif
TGXTexObj mDoGph_gInf_c::mFrameBufferTexObj;
DUSK_GAME_DATA TGXTexObj mDoGph_gInf_c::mFrameBufferTexObj;
TGXTexObj mDoGph_gInf_c::mZbufferTexObj;
DUSK_GAME_DATA TGXTexObj mDoGph_gInf_c::mZbufferTexObj;
mDoGph_gInf_c::bloom_c mDoGph_gInf_c::m_bloom;
DUSK_GAME_DATA mDoGph_gInf_c::bloom_c mDoGph_gInf_c::m_bloom;
Mtx mDoGph_gInf_c::mBlureMtx;
DUSK_GAME_DATA Mtx mDoGph_gInf_c::mBlureMtx;
#if !PLATFORM_GCN
cXyz mDoGph_gInf_c::csr_c::m_nowEffPos(0.0f, 0.0f, 0.0f);
@@ -524,15 +524,15 @@ void mDoGph_gInf_c::csr_c::particleExecute() {
#endif
#if WIDESCREEN_SUPPORT
u8 mDoGph_gInf_c::mWideZoom;
DUSK_GAME_DATA u8 mDoGph_gInf_c::mWideZoom;
int mDoGph_gInf_c::m_minX;
DUSK_GAME_DATA int mDoGph_gInf_c::m_minX;
int mDoGph_gInf_c::m_minY;
DUSK_GAME_DATA int mDoGph_gInf_c::m_minY;
f32 mDoGph_gInf_c::m_minXF;
DUSK_GAME_DATA f32 mDoGph_gInf_c::m_minXF;
f32 mDoGph_gInf_c::m_minYF;
DUSK_GAME_DATA f32 mDoGph_gInf_c::m_minYF;
#if PLATFORM_WII || PLATFORM_SHIELD
mDoGph_gInf_c::csr_c* mDoGph_gInf_c::m_baseCsr;
@@ -544,29 +544,29 @@ mDoGph_gInf_c::csr_c* mDoGph_gInf_c::m_csr;
JKRHeap* mDoGph_gInf_c::m_heap;
#endif
u8 mDoGph_gInf_c::mWide = 1;
DUSK_GAME_DATA u8 mDoGph_gInf_c::mWide = 1;
f32 mDoGph_gInf_c::m_aspect = 1.3571428f;
DUSK_GAME_DATA f32 mDoGph_gInf_c::m_aspect = 1.3571428f;
f32 mDoGph_gInf_c::m_scale = 1.0f;
DUSK_GAME_DATA f32 mDoGph_gInf_c::m_scale = 1.0f;
f32 mDoGph_gInf_c::m_invScale = 1.0f;
DUSK_GAME_DATA f32 mDoGph_gInf_c::m_invScale = 1.0f;
int mDoGph_gInf_c::m_maxX = FB_WIDTH_BASE - 1;
DUSK_GAME_DATA int mDoGph_gInf_c::m_maxX = FB_WIDTH_BASE - 1;
int mDoGph_gInf_c::m_maxY = FB_HEIGHT_BASE - 1;
DUSK_GAME_DATA int mDoGph_gInf_c::m_maxY = FB_HEIGHT_BASE - 1;
int mDoGph_gInf_c::m_width = FB_WIDTH_BASE;
DUSK_GAME_DATA int mDoGph_gInf_c::m_width = FB_WIDTH_BASE;
int mDoGph_gInf_c::m_height = FB_HEIGHT_BASE;
DUSK_GAME_DATA int mDoGph_gInf_c::m_height = FB_HEIGHT_BASE;
f32 mDoGph_gInf_c::m_maxXF = FB_WIDTH_BASE - 1;
DUSK_GAME_DATA f32 mDoGph_gInf_c::m_maxXF = FB_WIDTH_BASE - 1;
f32 mDoGph_gInf_c::m_maxYF = FB_HEIGHT_BASE - 1;
DUSK_GAME_DATA f32 mDoGph_gInf_c::m_maxYF = FB_HEIGHT_BASE - 1;
f32 mDoGph_gInf_c::m_widthF = FB_WIDTH_BASE;
DUSK_GAME_DATA f32 mDoGph_gInf_c::m_widthF = FB_WIDTH_BASE;
f32 mDoGph_gInf_c::m_heightF = FB_HEIGHT_BASE;
DUSK_GAME_DATA f32 mDoGph_gInf_c::m_heightF = FB_HEIGHT_BASE;
struct tvSize {
u16 width;
@@ -575,7 +575,7 @@ struct tvSize {
#ifndef TARGET_PC
const
#endif
tvSize l_tvSize[2] = {
DUSK_GAME_DATA tvSize l_tvSize[2] = {
{FB_WIDTH_BASE, FB_HEIGHT_BASE},
{808, FB_HEIGHT_BASE},
};
@@ -720,14 +720,14 @@ void mDoGph_gInf_c::setWideZoomLightProjection(Mtx& m) {
#endif
#if TARGET_PC
f32 mDoGph_gInf_c::hudAspectScaleDown = 1.0f;
f32 mDoGph_gInf_c::hudAspectScaleUp = 1.0f;
f32 mDoGph_gInf_c::m_safeMinXF = 0.0f;
f32 mDoGph_gInf_c::m_safeMinYF = 0.0f;
f32 mDoGph_gInf_c::m_safeMaxXF = FB_WIDTH_BASE;
f32 mDoGph_gInf_c::m_safeMaxYF = FB_HEIGHT_BASE;
f32 mDoGph_gInf_c::m_safeWidthF = FB_WIDTH_BASE;
f32 mDoGph_gInf_c::m_safeHeightF = FB_HEIGHT_BASE;
DUSK_GAME_DATA f32 mDoGph_gInf_c::hudAspectScaleDown = 1.0f;
DUSK_GAME_DATA f32 mDoGph_gInf_c::hudAspectScaleUp = 1.0f;
DUSK_GAME_DATA f32 mDoGph_gInf_c::m_safeMinXF = 0.0f;
DUSK_GAME_DATA f32 mDoGph_gInf_c::m_safeMinYF = 0.0f;
DUSK_GAME_DATA f32 mDoGph_gInf_c::m_safeMaxXF = FB_WIDTH_BASE;
DUSK_GAME_DATA f32 mDoGph_gInf_c::m_safeMaxYF = FB_HEIGHT_BASE;
DUSK_GAME_DATA f32 mDoGph_gInf_c::m_safeWidthF = FB_WIDTH_BASE;
DUSK_GAME_DATA f32 mDoGph_gInf_c::m_safeHeightF = FB_HEIGHT_BASE;
void mDoGph_gInf_c::updateSafeAreaBounds() {
m_safeMinXF = m_minXF;