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jak-project/goal_src/jak1/engine/gfx/texture/texture-upload.gc
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Tyler Wilding c162c66118 g/j1: Cleanup all main issues in the formatter and format all of goal_src/jak1 (#3535)
This PR does two main things:
1. Work through the main low-hanging fruit issues in the formatter
keeping it from feeling mature and usable
2. Iterate and prove that point by formatting all of the Jak 1 code
base. **This has removed around 100K lines in total.**
- The decompiler will now format it's results for jak 1 to keep things
from drifting back to where they were. This is controlled by a new
config flag `format_code`.

How am I confident this hasn't broken anything?:
- I compiled the entire project and stored it's `out/jak1/obj` files
separately
- I then recompiled the project after formatting and wrote a script that
md5's each file and compares it (`compare-compilation-outputs.py`
- The results (eventually) were the same:

![Screenshot 2024-05-25
132900](https://github.com/open-goal/jak-project/assets/13153231/015e6f20-8d19-49b7-9951-97fa88ddc6c2)
> This proves that the only difference before and after is non-critical
whitespace for all code/macros that is actually in use.

I'm still aware of improvements that could be made to the formatter, as
well as general optimization of it's performance. But in general these
are for rare or non-critical situations in my opinion and I'll work
through them before doing Jak 2. The vast majority looks great and is
working properly at this point. Those known issues are the following if
you are curious:

![image](https://github.com/open-goal/jak-project/assets/13153231/0edfaba1-6d36-40f5-ab23-0642209867c4)
2024-06-05 22:17:31 -04:00

29 lines
1.5 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
(bundles "GAME.CGO")
(require "engine/gfx/generic/generic-effect.gc")
;; This will happen part way through the list of tpages
;; we already got the font texture, so set that up.
;; og:preserve-this NOTE: I added this check so you can load the engine without the font texture.
(cond
((and *texture-page-dir* (lookup-texture-by-id (new 'static 'texture-id :index #x1 :page #x4fe)))
(setup-font-texture! *texture-pool*)
;; Load some textures
(define *shadow-middot-texture* (lookup-texture-by-id (new 'static 'texture-id :index #x4 :page #x2)))
;; not sure what's going on here, this isn't a valid texture ID. It ends up ignoring the 0x14 in the lower
;; bits, and just gets you the 0th texture in the environment-generic texture page.
(define *generic-envmap-texture* (lookup-texture-by-id (the-as texture-id #x10000014)))
(define *ocean-texture* (lookup-texture-by-id (new 'static 'texture-id :page #x370))))
(else
(format 0 "NOTE: skipped texture setup in texture-upload.gc, textures were not loaded.~%")
(set! *shadow-middot-texture* #f)
(set! *generic-envmap-texture* #f)
(set! *ocean-texture* #f)))
;; the next texture we're going to load is the HUD for the start menu, which shouldn't
;; be allocated with the default allocator. So for now we can set it to common-boot, which
;; will place this in common, then disable itself once it encounters another normal texture
(set! (-> *texture-pool* allocate-func) texture-page-common-boot-allocate)