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https://github.com/open-goal/jak-project
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d1ece445d4
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.
129 lines
4.1 KiB
Common Lisp
129 lines
4.1 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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(bundles "ENGINE.CGO" "GAME.CGO")
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(require "engine/level/bsp.gc")
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(require "engine/draw/draw-node-h.gc")
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;; name: drawable-tree.gc
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;; name in dgo: drawable-tree
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;; dgos: GAME, ENGINE
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;; The "drawable tree" represents a BVH for a specific render.
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;; Typically, levels will have ~10 drawable trees. There will be a tree for
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;; tfrag, a tree for actors, a tree for tie,
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;; This file contains common functions for all drawable trees.
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;; DECOMP BEGINS
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(defmethod draw ((this drawable-tree-array) (arg0 drawable-tree-array) (arg1 display-frame))
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"Draw a drawable tree array. If the current level is set to special or special-vis, the draw is skipped."
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(let ((v1-1 (-> (scratchpad-object terrain-context) bsp lev-index)))
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(case (-> *level* level v1-1 display?)
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(('special 'special-vis #f)
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)
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(else
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(dotimes (s3-0 (-> this length))
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(draw (-> this trees s3-0) (-> arg0 trees s3-0) arg1)
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)
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)
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)
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)
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0
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(none)
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)
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(defmethod collect-stats ((this drawable-tree-array))
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(dotimes (s5-0 (-> this length))
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(collect-stats (-> this trees s5-0))
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)
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0
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(none)
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)
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(defmethod debug-draw ((this drawable-tree-array) (arg0 drawable) (arg1 display-frame))
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(dotimes (s3-0 (-> this length))
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(debug-draw (-> this trees s3-0) (-> (the-as drawable-tree-array arg0) trees s3-0) arg1)
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)
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0
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(none)
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)
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(defmethod unpack-vis ((this drawable-tree) (arg0 (pointer int8)) (arg1 (pointer int8)))
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"Copy our visibility data from arg1 to arg0, unpacking it."
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(local-vars (t5-1 int))
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;; grab the first array
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(let* ((v1-0 (the-as drawable-inline-array-node (-> this data 0)))
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;; first elt in top array
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(a3-1 (/ (-> v1-0 data 0 id) 8))
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;; number in first array (8 or fewer)
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(t0-0 (-> v1-0 length))
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;; offset in destination
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(v1-1 (&+ arg0 a3-1))
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;; number of bytes
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(a3-3 (/ (+ t0-0 7) 8))
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)
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;; copy the data!
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;;(mem-print (the (pointer uint32) arg1) 10)
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(dotimes (t0-1 a3-3)
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(let ((t1-0 (-> arg1 0)))
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;;(format 0 "top-copy: #x~X~%" t1-0)
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(set! arg1 (&-> arg1 1))
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(set! (-> v1-1 0) t1-0)
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)
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(set! v1-1 (&-> v1-1 1))
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)
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)
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;; now, the remaining arrays, excluding the final which isn't a draw node array.
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(let ((v1-5 (+ (-> this length) -1)))
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(when (nonzero? v1-5)
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(dotimes (a3-5 v1-5)
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;; pointer to this array
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(let* ((t0-4 (-> this data a3-5))
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;; pointer to next depth array
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(t2-0 (-> this data (+ a3-5 1)))
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;; id of first in prev
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(t1-5 (/ (-> (the-as drawable-inline-array-node t0-4) data 0 id) 8))
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;; id of first in next
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(t2-2 (/ (-> (the-as drawable-inline-array-node t2-0) data 0 id) 8))
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;; number of nodes in this one
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(t0-5 (-> (the-as drawable-inline-array-node t0-4) length))
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;; output for prev level
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(t1-6 (&+ arg0 t1-5))
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;; output for next level
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(t2-3 (&+ arg0 t2-2))
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)
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(while #t
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;; load the vis byte for the one in this array
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(let ((t3-0 (-> t1-6 0)))
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;; inc vis ptr.
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(set! t1-6 (&-> t1-6 1))
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;; vis mask bit. (init at highest)
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(let ((t4-0 128))
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(label cfg-7)
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;; check if we're visible
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(b! (zero? (logand t3-0 t4-0)) cfg-9 :delay (set! t5-1 (-> arg1 0)))
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;; we are visible. write 8 in the output
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(set! arg1 (&-> arg1 1))
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(set! (-> t2-3 0) t5-1)
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(label cfg-9)
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(+! t0-5 -1)
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;; check if we've done all nodes
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(b! (zero? t0-5) cfg-12 :delay (.sra t4-0 t4-0 1))
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;; check if we're done with this byte and inc output.
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(b! (nonzero? t4-0) cfg-7 :delay (set! t2-3 (&-> t2-3 1)))
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)
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)
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)
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)
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(label cfg-12)
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(nop!)
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0
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)
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)
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)
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arg1
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)
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