Files
dusklight/include/dusk/endian.h
T
Pieter-Jan Briers 00ed9402cd 26 02 27 pjb dev 2 (#41)
* fix kankyo UB

* Fix TEV Stage DL writing

BE issue

* BE Fixes in materials/shapes

* Move to Aurora GD impl

* JUTDataFileHeader

* j3d: load vertex and texture not through GD

* Endian swap vertex data (mostly)

* Just exit(0) when closing the game

Fix crashes :godo:

* fix fopAcM_ct_placement and remove memcpy

* J3D: track vertex arrays correctly, swap work

* fix visibility, turn off overridden new/delete when we call into aurora

* event: cut name be

* Default window improvements

Double size, allow OS to decide position

* survive TParse::parseHeader_next

* color swap fix

* swap endian/fixes oob function pointer

* Remove GXGetViewportv stub

Aurora has it now

* Set array pointers via GD again

Relies on https://github.com/encounter/aurora/pull/35

* Let Aurora decide graphics backend

* disable procbar drawing

* Fix TColor endianness conversion issues

Fixes the wrong color for the flashing logo

* cam param swap

* simplify vtx loading, mat/amb color fix

* endian swap stb/fvb data

* aurora stat changes

* fix storage buffer crash

dont unnecessarily reassign vertex buffers in a way that forces aurora to recache things

* set bgobj spec fix

* add camera debug, endian swap more stb data, d_a_bg_obj::spec_data_c swapped

* JKRExpHeap: fix bad allocator slowdown

* solid tex

* texture caching

* log level

* fix window aspect ratio, disable bloom, endian swap camera type data

camera is now actually playing opening cutscene!!!!

* add GXDestroyTexObj to a couple stack init'd GXTexObjs, remove some diag printfs

* endian swap joint weight envelope data

* move to dusk config

* verbose arg errors

* better stub logging (for now)

* less logging, more BE

* more stubbing, move logging stuff around

* move all logging to aurora logging

* fix STUB_LOG, __FUNCTION__ isn't a string literal, wasn't building as it
was.

* update aurora

* fix heap alignment mismatch and always head align for now

* prevent them from fucking up my shit

* forward jut warning to DuskLog

* remove report logging

* maybe and i must emphasize maybe fix JMessage parsing

* this was a dumb idea

* preserve negative alignment for JKRHeap

* use normal free on macos and linux

* ^

* fix JMAHermiteInterpolation c impl

* endian swap J2DScreen mColor (oops)

* swap more J3D anim data, remove weird pointer addr check in J3DMaterial getMaterialAnm

* typo fix

* Fix aligned_alloc() size issues on POSIX

aligned_alloc() requires its input size to be a multiple of alignment. This wasn't being upheld so there were allocation failures in init code that made the game fail to start outside Windows.

Also just cleaned up some of this code a bit and removed fallback cases that *shouldn't* get hit.

* _Exit instead of exit()

Seriously I don't want destructors to run. Let the OS reclaim that shit.

* Reapply "Isolate JKRHeap operator overloads" (#39)

This reverts commit 78d4169929.

* Fix some oopsies

* Fix hardcoded pointer size in JUTCacheFont::allocArray

* More operator overload fixes

Add void template specialization for jkrDelete

Add new[] placement overload. Apparently.

* Fix delete macros on nullptr

TIL C++ allows that.

* fix delete[]

* fix new(std::nothrow) overload

* fix avoid ub

* swap remaining anim data needed for title logo

* get rid of op 7

* move aurora_end_frame to correct spot

* juttexture destroy tex

* j2d animation be

* shutdown crash

* link warp material fix

* mDoExt_3DlineMat1_c fix

* hacky keyboard controls

* endian swap J2DResReference, add kb_pad to files.cmake

* fix some missing endian swaps in J2D, remove addr alignment check

* Remove heap unsetting in aurora calls

Never worked properly and not the right solution even if it did

* Don't print in DC stubs

They're fine to never implement

* Fix alignment stuff again

* Compile GF from dolphin lib

Doesn't seem to break anything and shuts up some stub warnings

* j3dtexture tlut obj fix

* addTexMtxIndexInDL fix

* don't recreate null tex data every frame

* the actual fix i wanted to push

* its kinda fakematch city over here

* insert hte efb copy

* limited window size / viewport support

* IsDelete FIX

---------

Co-authored-by: madeline <qwertytrogi@gmail.com>
Co-authored-by: Jasper St. Pierre <jstpierre@mecheye.net>
Co-authored-by: Jeffrey Crowell <jeff@crowell.biz>
Co-authored-by: TakaRikka <takarikka@outlook.com>
Co-authored-by: CraftyBoss <talibabdulmaalik@gmail.com>
Co-authored-by: Lurs <l_werdes@gmx.de>
2026-03-08 15:27:15 -07:00

276 lines
5.4 KiB
C++

#ifndef DOLPHIN_ENDIAN_H
#define DOLPHIN_ENDIAN_H
#include <bit>
#include "dolphin/types.h"
#include "dolphin/mtx.h"
// Platform detection - Little Endian targets
#if defined(_WIN32) || defined(__x86_64__) || defined(__i386__) || defined(__aarch64__) || defined(_M_X64) || defined(_M_IX86)
#define TARGET_LITTLE_ENDIAN 1
#else
#define TARGET_LITTLE_ENDIAN 0
#endif
#if TARGET_LITTLE_ENDIAN
#ifdef _MSC_VER
#include <stdlib.h>
#define BSWAP16(x) _byteswap_ushort(x)
#define BSWAP32(x) _byteswap_ulong(x)
#define BSWAP64(x) _byteswap_uint64(x)
#else
#define BSWAP16(x) __builtin_bswap16(x)
#define BSWAP32(x) __builtin_bswap32(x)
#define BSWAP64(x) __builtin_bswap64(x)
#endif
#else
#define BSWAP16(x) (x)
#define BSWAP32(x) (x)
#endif
// Big-Endian to Host conversion
inline u16 be16(u16 val) { return BSWAP16(val); }
inline s16 be16s(s16 val) { return (s16)BSWAP16((u16)val); }
inline u32 be32(u32 val) { return BSWAP32(val); }
inline s32 be32s(s32 val) { return (s32)BSWAP32((u32)val); }
inline u64 be64(u64 val) { return BSWAP64(val); }
inline s64 be64s(s64 val) { return (s64)BSWAP64((u64)val); }
#ifdef TARGET_PC
// Helper wrappers so code below reads nicely:
static inline u16 RES_U16(u16 v) {
return be16(v);
}
static inline s16 RES_S16(s16 v) {
return be16s(v);
}
static inline u32 RES_U32(u32 v) {
return be32(v);
}
static inline s32 RES_S32(s32 v) {
return be32s(v);
}
static inline u64 RES_U64(u64 v) {
return be64(v);
}
static inline s64 RES_S64(s64 v) {
return be64s(v);
}
static inline f32 RES_F32(f32 v) {
return std::bit_cast<f32, s32>(RES_S32(std::bit_cast<s32, f32>(v)));
}
#else
// On GameCube host-endian == file-endian, these are no-ops (keep as macros to allow compile in
// original code paths)
#define RES_U16(x) (x)
#define RES_S16(x) (x)
#define RES_U32(x) (x)
#define RES_S32(x) (x)
#endif
#ifdef TARGET_PC
/*
* Declares a big-endian integer type.
*/
template<class T>
struct BE {
T inner;
BE() = default;
BE(const T& from) {
inner = swap(from);
}
// post-ops
T operator--(int) {
T orig = inner;
*this -= 1;
return swap(orig);
}
T operator++(int) {
T orig = inner;
*this += 1;
return swap(orig);
}
operator T() const {
return swap(inner);
}
T host[[nodiscard]]() const {
return swap(inner);
}
static T swap[[nodiscard]](T val);
};
#define BIN_ASSIGN_OP(op) \
\
template<typename TA, typename TB> \
constexpr BE<TA>& operator op(BE<TA>& a, TB b) { \
TA aCopy = a; \
aCopy op b; \
a = aCopy; \
return a; \
}
BIN_ASSIGN_OP(&=);
BIN_ASSIGN_OP(|=);
BIN_ASSIGN_OP(+=);
BIN_ASSIGN_OP(-=);
BIN_ASSIGN_OP(/=);
#undef BIN_ASSIGN_OP
template<>
inline u16 BE<u16>::swap(u16 val) {
return RES_U16(val);
}
template<>
inline s16 BE<s16>::swap(s16 val) {
return RES_S16(val);
}
template<>
inline u32 BE<u32>::swap(u32 val) {
return RES_U32(val);
}
template<>
inline s32 BE<s32>::swap(s32 val) {
return RES_S32(val);
}
template<>
inline s64 BE<s64>::swap(s64 val) {
return RES_S64(val);
}
template<>
inline u64 BE<u64>::swap(u64 val) {
return RES_U64(val);
}
template<>
inline f32 BE<f32>::swap(f32 val) {
return RES_F32(val);
}
template<>
inline S16Vec BE<S16Vec>::swap(S16Vec val) {
return {
BE<s16>::swap(val.x),
BE<s16>::swap(val.y),
BE<s16>::swap(val.z),
};
}
template<>
struct BE<Vec> {
BE<f32> x;
BE<f32> y;
BE<f32> z;
BE() = default;
BE(f32 x, f32 y, f32 z) {
this->x = x;
this->y = y;
this->z = z;
}
BE(const Vec& from) {
x = from.x;
y = from.y;
z = from.z;
}
operator Vec() const {
return { x, y, z };
}
static Vec swap(Vec val) {
return {
BE<f32>::swap(val.x),
BE<f32>::swap(val.y),
BE<f32>::swap(val.z),
};
}
};
template <>
struct BE<Mtx44> {
BE<f32> contents[4][4];
auto& operator[](int x) const {
return contents[x];
}
};
template <>
struct BE<Mtx> {
BE<f32> contents[3][4];
auto& operator[](int x) const {
return contents[x];
}
void to_host(Mtx& mtx) const {
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 4; j++) {
mtx[i][j] = contents[i][j];
}
}
}
};
template<typename T>
void be_swap(T& val) {
val = BE<T>::swap(val);
}
template<typename T, u32 N>
void be_swap(T (& val)[N]) {
for (u32 i = 0; i < N; i++) {
be_swap(val[i]);
}
val = BE<T>::swap(val);
}
template<typename T>
void be_swap(T array[], const u32 size) {
for (u32 i = 0; i < size; i++) {
be_swap(array[i]);
}
}
template<>
inline void be_swap(Mtx44& val) {
for (auto & x : val) {
for (float & y : x) {
be_swap(y);
}
}
}
template<>
inline void be_swap(Mtx& val) {
for (auto & x : val) {
for (float & y : x) {
be_swap(y);
}
}
}
#define BE(T) BE<T>
#define BE_HOST(T) (T.host())
#else
#define BE(T) T
#define BE_HOST(T) (T)
#endif
#endif // DOLPHIN_ENDIAN_H