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[jak3] Set up ckernel (#3308)
This sets up the C Kernel for Jak 3, and makes it possible to build and load code built with `goalc --jak3`. There's not too much interesting here, other than they switched to a system where symbol IDs (unique numbers less than 2^14) are generated at compile time, and those get included in the object file itself. This is kind of annoying, since it means all tools that produce a GOAL object file need to work together to assign unique symbol IDs. And since the symbol IDs can't conflict, and are only a number between 0 and 2^14, you can't just hash and hope for no collisions. We work around this by ignoring the IDs and re-assigning our own. I think this is very similar to what the C Kernel did on early builds of Jak 3 which supported loading old format level files, which didn't have the IDs included. As far as I can tell, this shouldn't cause any problems. It defeats all of their fancy tricks to save memory by not storing the symbol string, but we don't care.
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@@ -12,11 +12,25 @@
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// global and debug kernel heaps
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Ptr<kheapinfo> kglobalheap;
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Ptr<kheapinfo> kdebugheap;
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// if we should count the number of strings and types allocated on the global heap.
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bool kheaplogging = false;
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enum MemItemsCategory {
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STRING = 0,
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TYPE = 1,
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NUM_CATEGORIES = 2,
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};
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int MemItemsCount[NUM_CATEGORIES] = {0, 0};
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int MemItemsSize[NUM_CATEGORIES] = {0, 0};
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void kmalloc_init_globals_common() {
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// _globalheap and _debugheap
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kglobalheap.offset = GLOBAL_HEAP_INFO_ADDR;
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kdebugheap.offset = DEBUG_HEAP_INFO_ADDR;
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kheaplogging = false;
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for (auto& x : MemItemsCount)
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x = 0;
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for (auto& x : MemItemsSize)
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x = 0;
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}
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/*!
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@@ -75,6 +89,10 @@ Ptr<kheapinfo> kheapstatus(Ptr<kheapinfo> heap) {
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Msg(6, "\t %d bytes before stack\n", GLOBAL_HEAP_END - heap->current.offset);
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}
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for (int i = 0; i < NUM_CATEGORIES; i++) {
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printf(" %d: %d %d\n", i, MemItemsCount[i], MemItemsSize[i]);
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}
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// might not have returned heap in jak 1
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return heap;
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}
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@@ -171,6 +189,17 @@ Ptr<u8> kmalloc(Ptr<kheapinfo> heap, s32 size, u32 flags, char const* name) {
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if (flags & KMALLOC_MEMSET)
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std::memset(Ptr<u8>(memstart).c(), 0, (size_t)size);
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// this logging was added in Jak 3, but we port it back to all games:
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if ((heap == kglobalheap) && (kheaplogging != 0)) {
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if (strcmp(name, "string") == 0) {
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MemItemsCount[STRING]++;
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MemItemsSize[STRING] += size;
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} else if (strcmp(name, "type") == 0) {
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MemItemsCount[TYPE]++;
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MemItemsSize[TYPE] += size;
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}
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}
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return Ptr<u8>(memstart);
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}
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}
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