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jak-project/goal_src/jak1/pc/debug/pc-debug-methods.gc
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Tyler Wilding d1ece445d4 Dependency graph work - Part 1 - Preliminary work (#3505)
Relates to #1353 

This adds no new functionality or overhead to the compiler, yet. This is
the preliminary work that has:
- added code to the compiler in several spots to flag when something is
used without being properly required/imported/whatever (disabled by
default)
- that was used to generate project wide file dependencies (some
circulars were manually fixed)
- then that graph underwent a transitive reduction and the result was
written to all `jak1` source files.

The next step will be making this actually produce and use a dependency
graph. Some of the reasons why I'm working on this:
- eliminates more `game.gp` boilerplate. This includes the `.gd` files
to some extent (`*-ag` files and `tpage` files will still need to be
handled) this is the point of the new `bundles` form. This should make
it even easier to add a new file into the source tree.
- a build order that is actually informed from something real and
compiler warnings that tell you when you are using something that won't
be available at build time.
- narrows the search space for doing LSP actions -- like searching for
references. Since it would be way too much work to store in the compiler
every location where every symbol/function/etc is used, I have to do
ad-hoc searches. By having a dependency graph i can significantly reduce
that search space.
- opens the doors for common shared code with a legitimate pattern.
Right now jak 2 shares code from the jak 1 folder. This is basically a
hack -- but by having an explicit require syntax, it would be possible
to reference arbitrary file paths, such as a `common` folder.

Some stats:
- Jak 1 has about 2500 edges between files, including transitives
- With transitives reduced at the source code level, each file seems to
have a modest amount of explicit requirements.

Known issues:
- Tracking the location for where `defmacro`s and virtual state
definitions were defined (and therefore the file) is still problematic.
Because those forms are in a macro environment, the reader does not
track them. I'm wondering if a workaround could be to search the
reader's text_db by not just the `goos::Object` but by the text
position. But for the purposes of finishing this work, I just statically
analyzed and searched the code with throwaway python code.
2024-05-12 12:37:59 -04:00

66 lines
2.7 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
(require "engine/gfx/hw/display.gc")
(require "pc/debug/pc-debug-common.gc")
(require "engine/math/quaternion-h.gc")
(require "engine/game/game-info-h.gc")
#|
Various debugging displays made for the pc port. This file includes overrides or game-specific implementations.
|#
;; debug-only file!
(declare-file (debug))
(defmethod print-debug-misc pc-settings-jak1 ((obj pc-settings-jak1))
"prints various miscellaneous debug text to the game console, according to what's enabled in this object."
(when *display-bug-report*
(format *stdcon* "~0kbug-report ~A~%" *user*)
(format *stdcon* "nick ~A continue ~S~%" (-> *load-state* vis-nick) (-> *game-info* current-continue name))
(dotimes (i (-> *level* length))
(format *stdcon* "level ~D ~12A ~A~%" i (-> *level* level i name) (-> *level* level i display?))
)
(format *stdcon* "music ~A (f: ~D/~S)~%" (-> *setting-control* current music) (-> *setting-control* current sound-flava) (music-flava->string (the-as music-flava (-> *setting-control* default sound-flava))))
(format *stdcon* "sound ~A ~A~%" *sound-bank-1* *sound-bank-2*)
(let ((pos (target-pos 0)))
(format *stdcon* "target ~m ~m ~m~%" (-> pos x) (-> pos y) (-> pos z))
)
(let ((pos (camera-pos)))
(format *stdcon* "cam-trans ~m ~m ~m~%" (-> pos x) (-> pos y) (-> pos z))
)
(let ((rot (new 'stack 'quaternion)))
(matrix->quaternion rot (-> *math-camera* camera-rot))
(format *stdcon* "cam-rot ~f ~f ~f ~f~%" (-> rot x) (-> rot y) (-> rot z) (-> rot w))
)
(format *stdcon* "~1k")
)
)
(defconstant MEM_BAR_NUM 7) ;; amount of memory usage bars (override later if wanted)
(defmethod draw-memory pc-settings ((obj pc-settings) (buf dma-buffer))
"draw the memory heap status in the bottom right corner"
(when *display-heap-status*
(draw-memory-bar-kheap buf global :idx 0 :color (static-rgba 32 32 255 64))
(draw-memory-bar-kheap buf debug :idx 1 :color (static-rgba 255 32 32 64))
(draw-memory-bar-kheap buf (-> *level* level 0 heap) :name "l0" :idx 2 :color (static-rgba 32 255 255 64))
(draw-memory-bar-kheap buf (-> *level* level 1 heap) :name "l1" :idx 3 :color (static-rgba 255 32 255 64))
(draw-memory-bar-dead-pool-heap buf *nk-dead-pool* :name "actor" :idx 4 :color (static-rgba 32 255 32 64))
(draw-memory-bar-generic buf
:remain (* 16 (dma-buffer-free (-> (current-frame) global-buf)))
:total (length (-> (current-frame) global-buf))
:name "dma-global" :idx 5 :color (static-rgba 32 32 255 64))
(draw-memory-bar-generic buf
:remain (* 16 (dma-buffer-free (-> (current-frame) debug-buf)))
:total (length (-> (current-frame) debug-buf))
:name "dma-debug" :idx 6 :color (static-rgba 255 32 32 64))
#t)
)