mirror of
https://github.com/open-goal/jak-project
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e630b50690
* temp * split up kprint, other than format * start kmachine * split kmachine * split kscheme * split klink * split klisten * split remaining * jak2 ckernel gets to nokernel loop
94 lines
3.4 KiB
C++
94 lines
3.4 KiB
C++
#include "kdgo.h"
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#include "common/log/log.h"
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#include "game/kernel/common/Ptr.h"
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#include "game/kernel/common/fileio.h"
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#include "game/kernel/common/kdgo.h"
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#include "game/kernel/common/kmalloc.h"
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#include "game/kernel/jak2/klink.h"
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namespace jak2 {
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/*!
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* Load and link a DGO file.
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* This does not use the mutli-threaded linker and will block until the entire file is done.
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*/
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void load_and_link_dgo(u64 name_gstr, u64 heap_info, u64 flag, u64 buffer_size) {
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auto name = Ptr<char>(name_gstr + 4).c();
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auto heap = Ptr<kheapinfo>(heap_info);
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load_and_link_dgo_from_c(name, heap, flag, buffer_size, false);
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}
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/*!
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* Load and link a DGO file.
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* This does not use the mutli-threaded linker and will block until the entire file is done.e
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*/
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void load_and_link_dgo_from_c(const char* name,
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Ptr<kheapinfo> heap,
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u32 linkFlag,
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s32 bufferSize,
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bool jump_from_c_to_goal) {
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lg::debug("[Load and Link DGO From C] {}", name);
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u32 oldShowStall = sShowStallMsg;
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// remember where the heap top point is so we can clear temporary allocations
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auto oldHeapTop = heap->top;
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// allocate temporary buffers from top of the given heap
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// align 64 for IOP DMA
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// note: both buffers named dgo-buffer-2
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auto buffer2 = kmalloc(heap, bufferSize, KMALLOC_TOP | KMALLOC_ALIGN_64, "dgo-buffer-2");
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auto buffer1 = kmalloc(heap, bufferSize, KMALLOC_TOP | KMALLOC_ALIGN_64, "dgo-buffer-2");
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// build filename. If no extension is given, default to CGO.
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char fileName[16];
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kstrcpyup(fileName, name);
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if (fileName[strlen(fileName) - 4] != '.') {
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strcat(fileName, ".CGO");
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}
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// no stall messages, as this is a blocking load and when spending 100% CPU time on linking,
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// the linker can beat the DVD drive.
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sShowStallMsg = 0;
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// start load on IOP.
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BeginLoadingDGO(
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fileName, buffer1, buffer2,
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Ptr<u8>((heap->current + 0x3f).offset & 0xffffffc0)); // 64-byte aligned for IOP DMA
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u32 lastObjectLoaded = 0;
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while (!lastObjectLoaded) {
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// check to see if next object is loaded (I believe it always is?)
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auto dgoObj = GetNextDGO(&lastObjectLoaded);
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if (!dgoObj.offset) {
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continue;
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}
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// if we're on the last object, it is loaded at cheap->current. So we can safely reset the two
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// dgo-buffer allocations. We do this _before_ we link! This way, the last file loaded has more
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// heap available, which is important when we need to use the entire memory.
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if (lastObjectLoaded) {
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heap->top = oldHeapTop;
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}
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// determine the size and name of the object we got
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auto obj = dgoObj + 0x40; // seek past dgo object header
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u32 objSize = *(dgoObj.cast<u32>()); // size from object's link block
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char objName[64];
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strcpy(objName, (dgoObj + 4).cast<char>().c()); // name from dgo object header
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lg::debug("[link and exec] {:18s} {} {:6d} heap-use {:8d} {:8d}: 0x{:x}", objName,
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lastObjectLoaded, objSize, kheapused(kglobalheap),
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kdebugheap.offset ? kheapused(kdebugheap) : 0, kglobalheap->current.offset);
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link_and_exec(obj, objName, objSize, heap, linkFlag, jump_from_c_to_goal); // link now!
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// inform IOP we are done
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if (!lastObjectLoaded) {
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ContinueLoadingDGO(Ptr<u8>((heap->current + 0x3f).offset & 0xffffffc0));
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}
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}
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sShowStallMsg = oldShowStall;
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}
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} // namespace jak2
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