mirror of
https://github.com/zeldaret/mm.git
synced 2026-06-24 17:03:09 -04:00
Misc Cleanup (#1665)
* prefix in-function static data in z_scene_proc with s prefix in-function static data in z_eff_blure with s prefix in-function static data in Graph_TaskSet00 with s prefix in-function static data in Fault_SetOptions with s * Use uintptr_t in main * hardware_regs.ld * Remove some unessary blob comments * object_link_child_TLUT_00DA80 * object_kz texture and tlut * initialize typos
This commit is contained in:
+6
-6
@@ -138,8 +138,8 @@ void Graph_Destroy(GraphicsContext* gfxCtx) {
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* If it does not signal completion in that time, retry or trigger a crash.
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*/
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void Graph_TaskSet00(GraphicsContext* gfxCtx, GameState* gameState) {
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static s32 retryCount = 10;
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static s32 cfbIdx = 0;
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static s32 sRetryCount = 10;
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static s32 sCfbIndex = 0;
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OSTask_t* task = &gfxCtx->task.list.t;
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OSScTask* scTask = &gfxCtx->task;
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OSTimer timer;
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@@ -153,8 +153,8 @@ retry:
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if (msg == (OSMesg)666) {
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osSyncPrintf("GRAPH SP TIMEOUT\n");
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if (retryCount >= 0) {
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retryCount--;
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if (sRetryCount >= 0) {
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sRetryCount--;
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Sched_SendGfxCancelMsg(&gScheduler);
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goto retry;
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} else {
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@@ -200,8 +200,8 @@ retry:
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{ s32 pad; }
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cfb = &sGraphCfbInfos[cfbIdx];
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cfbIdx = (cfbIdx + 1) % ARRAY_COUNT(sGraphCfbInfos);
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cfb = &sGraphCfbInfos[sCfbIndex];
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sCfbIndex = (sCfbIndex + 1) % ARRAY_COUNT(sGraphCfbInfos);
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cfb->framebuffer = gfxCtx->curFrameBuffer;
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cfb->swapBuffer = gfxCtx->curFrameBuffer;
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+3
-3
@@ -42,8 +42,8 @@ s32 gScreenHeight = SCREEN_HEIGHT;
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size_t gSystemHeapSize = 0;
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void Main(void* arg) {
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intptr_t fb;
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intptr_t sysHeap;
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uintptr_t fb;
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uintptr_t sysHeap;
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s32 exit;
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s16* msg;
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@@ -55,7 +55,7 @@ void Main(void* arg) {
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Check_RegionIsSupported();
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Check_ExpansionPak();
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sysHeap = (intptr_t)SEGMENT_START(system_heap);
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sysHeap = (uintptr_t)SEGMENT_START(system_heap);
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fb = FRAMEBUFFERS_START_ADDR;
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gSystemHeapSize = fb - sysHeap;
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SystemHeap_Init((void*)sysHeap, gSystemHeapSize);
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+10
-10
@@ -390,7 +390,7 @@ void EffectBlure_SetupSmooth(EffectBlure* this, GraphicsContext* gfxCtx) {
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void EffectBlure_DrawElemNoInterpolation(EffectBlure* this, EffectBlureElement* elem, s32 index,
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GraphicsContext* gfxCtx) {
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static Vtx_t baseVtx = VTX_T(0, 0, 0, 0, 0, 255, 255, 255, 255);
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static Vtx_t sBaseVtx = VTX_T(0, 0, 0, 0, 0, 255, 255, 255, 255);
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Vtx* vtx;
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Vec3s sp8C;
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Vec3s sp84;
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@@ -408,10 +408,10 @@ void EffectBlure_DrawElemNoInterpolation(EffectBlure* this, EffectBlureElement*
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vtx = GRAPH_ALLOC(gfxCtx, 4 * sizeof(Vtx));
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if (vtx == NULL) {
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} else {
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vtx[0].v = baseVtx;
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vtx[1].v = baseVtx;
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vtx[2].v = baseVtx;
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vtx[3].v = baseVtx;
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vtx[0].v = sBaseVtx;
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vtx[1].v = sBaseVtx;
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vtx[2].v = sBaseVtx;
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vtx[3].v = sBaseVtx;
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ratio = (f32)elem->timer / (f32)this->elemDuration;
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EffectBlure_GetComputedValues(this, index, ratio, &sp8C, &sp84, &sp7C, &sp78);
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@@ -480,7 +480,7 @@ void EffectBlure_DrawElemNoInterpolation(EffectBlure* this, EffectBlureElement*
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void EffectBlure_DrawElemHermiteInterpolation(EffectBlure* this, EffectBlureElement* elem, s32 index,
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GraphicsContext* gfxCtx) {
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static Vtx_t baseVtx = VTX_T(0, 0, 0, 0, 0, 255, 255, 255, 255);
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static Vtx_t sBaseVtx = VTX_T(0, 0, 0, 0, 0, 255, 255, 255, 255);
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Vtx* vtx;
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Vec3s sp1EC;
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Vec3s sp1E4;
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@@ -568,8 +568,8 @@ void EffectBlure_DrawElemHermiteInterpolation(EffectBlure* this, EffectBlureElem
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Color_RGBA8_Copy(&sp148, &sp1A4);
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Color_RGBA8_Copy(&sp144, &sp1A0);
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vtx[0].v = baseVtx;
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vtx[1].v = baseVtx;
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vtx[0].v = sBaseVtx;
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vtx[1].v = sBaseVtx;
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vtx[0].v.ob[0] = Math_FNearbyIntF(sp158.x);
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vtx[0].v.ob[1] = Math_FNearbyIntF(sp158.y);
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@@ -613,8 +613,8 @@ void EffectBlure_DrawElemHermiteInterpolation(EffectBlure* this, EffectBlureElem
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Math_Vec3f_Diff(&spE0, &sp138, &sp14C);
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Math_Vec3f_Scale(&sp14C, 10.0f);
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vtx[j1].v = baseVtx;
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vtx[j2].v = baseVtx;
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vtx[j1].v = sBaseVtx;
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vtx[j2].v = sBaseVtx;
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vtx[j1].v.ob[0] = Math_FNearbyIntF(sp158.x);
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vtx[j1].v.ob[1] = Math_FNearbyIntF(sp158.y);
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+1
-1
@@ -54,5 +54,5 @@ void ZeldaArena_Cleanup(void) {
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}
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u8 ZeldaArena_IsInitialized(void) {
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return __osMallocIsInitalized(&sZeldaArena);
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return __osMallocIsInitialized(&sZeldaArena);
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}
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+20
-20
@@ -23,7 +23,7 @@ static Gfx sSceneDrawDefaultDL[] = {
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* Executes the current scene draw config handler.
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*/
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void Scene_Draw(PlayState* play) {
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static void (*sceneDrawConfigHandlers[])(PlayState*) = {
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static void (*sSceneDrawConfigHandlers[])(PlayState*) = {
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Scene_DrawConfigDefault,
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Scene_DrawConfigMatAnim,
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Scene_DrawConfigDoNothing,
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@@ -34,7 +34,7 @@ void Scene_Draw(PlayState* play) {
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Scene_DrawConfigMatAnimManualStep,
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};
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sceneDrawConfigHandlers[play->sceneConfig](play);
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sSceneDrawConfigHandlers[play->sceneConfig](play);
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}
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/**
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@@ -386,7 +386,7 @@ void AnimatedMat_DrawTexCycle(PlayState* play, s32 segment, void* params) {
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* There are six different animated material types, which should be set in the provided `AnimatedMaterial`.
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*/
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void AnimatedMat_DrawMain(PlayState* play, AnimatedMaterial* matAnim, f32 alphaRatio, u32 step, u32 flags) {
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static void (*matAnimDrawHandlers[])(PlayState*, s32 segment, void* params) = {
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static void (*sMatAnimDrawHandlers[])(PlayState*, s32 segment, void* params) = {
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AnimatedMat_DrawTexScroll, AnimatedMat_DrawTwoTexScroll, AnimatedMat_DrawColor,
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AnimatedMat_DrawColorLerp, AnimatedMat_DrawColorNonLinearInterp, AnimatedMat_DrawTexCycle,
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};
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@@ -401,7 +401,7 @@ void AnimatedMat_DrawMain(PlayState* play, AnimatedMaterial* matAnim, f32 alphaR
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do {
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segment = matAnim->segment;
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segmentAbs = ABS_ALT(segment) + 7;
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matAnimDrawHandlers[matAnim->type](play, segmentAbs, Lib_SegmentedToVirtual(matAnim->params));
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sMatAnimDrawHandlers[matAnim->type](play, segmentAbs, Lib_SegmentedToVirtual(matAnim->params));
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matAnim++;
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} while (segment >= 0);
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}
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@@ -573,14 +573,14 @@ void Scene_DrawConfigDoNothing(PlayState* play) {
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* Stores a displaylist in the provided segment ID that sets a render mode from the index provided.
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*/
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void Scene_SetRenderModeXlu(PlayState* play, s32 index, u32 flags) {
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static Gfx renderModeSetNoneDL[] = {
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static Gfx sRenderModeSetNoneDL[] = {
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gsSPEndDisplayList(),
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// These instructions will never get executed
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gsSPEndDisplayList(),
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gsSPEndDisplayList(),
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gsSPEndDisplayList(),
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};
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static Gfx renderModeSetXluSingleCycleDL[] = {
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static Gfx sRenderModeSetXluSingleCycleDL[] = {
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gsDPSetRenderMode(AA_EN | Z_CMP | IM_RD | CLR_ON_CVG | CVG_DST_WRAP | ZMODE_XLU | FORCE_BL |
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GBL_c1(G_BL_CLR_IN, G_BL_0, G_BL_CLR_IN, G_BL_1),
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G_RM_AA_ZB_XLU_SURF2),
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@@ -591,7 +591,7 @@ void Scene_SetRenderModeXlu(PlayState* play, s32 index, u32 flags) {
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G_RM_AA_ZB_XLU_SURF2),
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gsSPEndDisplayList(),
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};
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static Gfx renderModeSetXluTwoCycleDL[] = {
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static Gfx sRenderModeSetXluTwoCycleDL[] = {
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gsDPSetRenderMode(AA_EN | Z_CMP | Z_UPD | IM_RD | CLR_ON_CVG | CVG_DST_WRAP | ZMODE_XLU | FORCE_BL |
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GBL_c1(G_BL_CLR_IN, G_BL_0, G_BL_CLR_IN, G_BL_1),
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AA_EN | Z_CMP | Z_UPD | IM_RD | CLR_ON_CVG | CVG_DST_WRAP | ZMODE_XLU | FORCE_BL |
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@@ -604,12 +604,12 @@ void Scene_SetRenderModeXlu(PlayState* play, s32 index, u32 flags) {
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GBL_c2(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)),
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gsSPEndDisplayList(),
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};
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static Gfx* dLists[] = {
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renderModeSetNoneDL,
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renderModeSetXluSingleCycleDL,
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renderModeSetXluTwoCycleDL,
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static Gfx* sDLists[] = {
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sRenderModeSetNoneDL,
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sRenderModeSetXluSingleCycleDL,
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sRenderModeSetXluTwoCycleDL,
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};
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Gfx* dList = dLists[index];
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Gfx* dList = sDLists[index];
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OPEN_DISPS(play->state.gfxCtx);
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@@ -629,19 +629,19 @@ void Scene_SetRenderModeXlu(PlayState* play, s32 index, u32 flags) {
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* from the index provided.
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*/
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void Scene_SetCullFlag(PlayState* play, s32 index, u32 flags) {
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static Gfx setBackCullDL[] = {
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static Gfx sSetBackCullDL[] = {
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gsSPSetGeometryMode(G_CULL_BACK),
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gsSPEndDisplayList(),
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};
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static Gfx setFrontCullDL[] = {
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static Gfx sSetFrontCullDL[] = {
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gsSPSetGeometryMode(G_CULL_FRONT),
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gsSPEndDisplayList(),
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};
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static Gfx* dLists[] = {
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setBackCullDL,
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setFrontCullDL,
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static Gfx* sDLists[] = {
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sSetBackCullDL,
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sSetFrontCullDL,
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};
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Gfx* dList = dLists[index];
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Gfx* dList = sDLists[index];
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OPEN_DISPS(play->state.gfxCtx);
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@@ -703,7 +703,7 @@ void Scene_DrawConfigMatAnimManualStep(PlayState* play) {
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* activated.
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*/
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void Scene_DrawConfigGreatBayTemple(PlayState* play) {
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static Gfx greatBayTempleColorSetDL[] = {
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static Gfx sGreatBayTempleColorSetDL[] = {
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gsDPSetPrimColor(0, 255, 255, 255, 255, 255),
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gsSPEndDisplayList(),
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};
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@@ -728,7 +728,7 @@ void Scene_DrawConfigGreatBayTemple(PlayState* play) {
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for (gfx = gfxHead, i = 0; i < 9; i++, gfx += 2) {
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lodFrac = 0;
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bcopy(greatBayTempleColorSetDL, gfx, sizeof(greatBayTempleColorSetDL));
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bcopy(sGreatBayTempleColorSetDL, gfx, sizeof(sGreatBayTempleColorSetDL));
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switch (i) {
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case 0:
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