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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.
75 lines
2.2 KiB
Common Lisp
75 lines
2.2 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 "kernel-defs.gc")
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;; name: matrix-h.gc
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;; name in dgo: matrix-h
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;; dgos: GAME, ENGINE
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;; DECOMP BEGINS
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;; A 4x4 matrix, stored in row-major order
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;; some, but not all, functions assume that a matrix is an affine transform.
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;; others assume that the rotation has no scale or shear (and that its inverse is its transpose)
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(deftype matrix (structure)
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((vector vector 4 :inline :offset 0)
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(quad uint128 4 :overlay-at vector)
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(data float 16 :overlay-at vector)
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)
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(:methods
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(transform-vectors! (_type_ (inline-array vector) (inline-array vector) int) none)
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)
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)
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;; A 3x3 matrix, stored in row-major order.
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;; NOTE: the rows each have an extra 4-bytes of padding
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;; so this is really a 3x4 matrix.
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;; this type is rarely used
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(deftype matrix3 (structure)
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((data float 12)
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(vector vector 3 :inline :overlay-at (-> data 0))
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(quad uint128 3 :overlay-at (-> data 0))
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)
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)
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;; a matrix stored using 16-bit integers.
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;; note that these usually have different scaling for the 4th row which
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;; contains the translation in an affine transform.
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;; so you generally should not unpack these to floats without knowing where they came from
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;; and how they were originally packed (for example, in tie/shrub)
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(deftype matrix4h (structure)
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((data int16 16)
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(vector4h vector4h 4 :inline :overlay-at (-> data 0))
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(long int64 4 :overlay-at (-> data 0))
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)
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)
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(defun matrix-copy! ((dst matrix) (src matrix))
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"Copy src to dst"
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(let ((v1-0 (-> src vector 0 quad))
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(a2-0 (-> src vector 1 quad))
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(a3-0 (-> src vector 2 quad))
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(a1-1 (-> src vector 3 quad))
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)
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(set! (-> dst vector 0 quad) v1-0)
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(set! (-> dst vector 1 quad) a2-0)
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(set! (-> dst vector 2 quad) a3-0)
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(set! (-> dst vector 3 quad) a1-1)
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)
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dst
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)
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(defmacro new-stack-matrix0 ()
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"Get a new matrix on the stack that's set to zero."
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`(let ((mat (new 'stack-no-clear 'matrix)))
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(set! (-> mat quad 0) (the-as uint128 0))
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(set! (-> mat quad 1) (the-as uint128 0))
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(set! (-> mat quad 2) (the-as uint128 0))
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(set! (-> mat quad 3) (the-as uint128 0))
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mat
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)
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)
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