From b4e82bc236cdf34b2ca186547bb44cad9f92a8ac Mon Sep 17 00:00:00 2001 From: Yanis42 <35189056+Yanis42@users.noreply.github.com> Date: Thu, 18 Jul 2024 02:32:31 +0200 Subject: [PATCH] format --- include/config/config_memory.h | 12 ++--- include/debug/profiler_inline.h | 8 ++-- include/ultra64/gbi.f3dex3.h | 82 ++++++++++++++++----------------- include/z64scene.h | 2 +- 4 files changed, 52 insertions(+), 52 deletions(-) diff --git a/include/config/config_memory.h b/include/config/config_memory.h index e6310b4f75..a82e53197f 100644 --- a/include/config/config_memory.h +++ b/include/config/config_memory.h @@ -4,7 +4,7 @@ /** * This file hosts different macros that changes different types * of buffer/heap allocation size. - * + * * IMPORTANT: do not change these values unless you know what you are doing. */ @@ -22,11 +22,11 @@ * @brief PlayState is the "state" type used for "actual gameplay", that * is, controlling Link in the world - not the title screen, or file * select, etc. - * + * * PlayState is the only type of GameState that reallocates more * space beyond the default `GAMESTATE_ALLOC_SIZE`. The * vanilla value is `0x1D4790`, ~1.83MB. - * + * * It's okay if this new value is too large, `GameState_Realloc` will just * allocate the rest of the available SystemArena space. */ @@ -45,7 +45,7 @@ #define OBJECT_BANK_SIZE 0x200000 /** - * @brief Automatic GI Object Allocation based on + * @brief Automatic GI Object Allocation based on * the size of the largest GI object */ #define ENABLE_AUTO_GI_ALLOC false @@ -54,9 +54,9 @@ * @brief Player's memory space reserved to load GI models (the model Link * holds over his head when getting an item). Vanilla's size is very * tiny, `0x3008`, ~12KB. - * + * * Note: this will be ignored if the automatic allocation is enabled. - * + * */ #define GI_ALLOC_SIZE 0xB000 diff --git a/include/debug/profiler_inline.h b/include/debug/profiler_inline.h index 60ce36a3b8..c72c175f26 100644 --- a/include/debug/profiler_inline.h +++ b/include/debug/profiler_inline.h @@ -17,7 +17,7 @@ static inline void Profiler_RSPStart(u32 type, bool isFirstStartOfMainGfxTask){ u8 eventType; if(isFirstStartOfMainGfxTask){ activeProfilerState->traceEndTime = t; - + { u32 prevInt = __osDisableInt(); // Atomically swap last and active, and reset the important counter. @@ -27,14 +27,14 @@ static inline void Profiler_RSPStart(u32 type, bool isFirstStartOfMainGfxTask){ activeProfilerState->numEvents = 0; __osRestoreInt(prevInt); } - + #if ENABLE_F3DEX3 activeProfilerState->f3dex3Version = gLoadedF3DEX3Version; #endif activeProfilerState->traceStartTime = t; - + osDpSetStatus(DPC_CLR_CLOCK_CTR | DPC_CLR_CMD_CTR | DPC_CLR_PIPE_CTR | DPC_CLR_TMEM_CTR); - + eventType = PROFILER_EVENT_TYPE_MAINGFXSTART; }else if(type == M_AUDTASK){ eventType = PROFILER_EVENT_TYPE_RSPAUDIOSTART; diff --git a/include/ultra64/gbi.f3dex3.h b/include/ultra64/gbi.f3dex3.h index 1f49fa30dd..35263b9624 100644 --- a/include/ultra64/gbi.f3dex3.h +++ b/include/ultra64/gbi.f3dex3.h @@ -1686,7 +1686,7 @@ typedef struct { { ar, ag, ab }, 0, \ }} \ } - + #define gdSPDefLights9(ar, ag, ab, \ r1, g1, b1, x1, y1, z1, \ r2, g2, b2, x2, y2, z2, \ @@ -2391,7 +2391,7 @@ _DW({ \ * clear the color framebuffer or Z-buffer faster than the RDP can in fill mode. * SPMemset overwrites the DMEM vertex buffer, so vertices loaded before this * command cannot be used after it (though this would not normally be done). - * + * * dram: Segmented or physical start address. Must be aligned to 16 bytes. * value: 16-bit value to fill the memory with. e.g. 0 for color, 0xFFFC for Z. * size: Size in bytes to fill, must be nonzero and a multiple of 16 bytes. @@ -2491,7 +2491,7 @@ _DW({ \ gDma1p((pkt), G_MOVEWORD, data, (offset & 0xFFF), index) #define gsMoveWd( index, offset, data) \ gsDma1p( G_MOVEWORD, data, (offset & 0xFFF), index) - + #define gMoveHalfwd(pkt, index, offset, data) \ gDma1p((pkt), G_MOVEWORD, data, (offset & 0xFFF) | G_MW_HALFWORD_FLAG, index) #define gsMoveHalfwd( index, offset, data) \ @@ -2662,7 +2662,7 @@ _DW({ \ * the given type (ambient, directional, point). They are u16s. * You can set each independently or two adjacent values with one moveword. * A two-command macro is also provided to set all three values. - * + * * When building the model, you must encode the amount of ambient occlusion at * each vertex--effectively the shadow map for the model--in vertex alpha, where * 00 means darkest and FF means lightest. Then, the factors set with the @@ -2671,26 +2671,26 @@ _DW({ \ * means that in the darkest parts of the model, the ambient light intensity * will be reduced by 50%, and in the lightest parts of the model, the ambient * light intensity won't be reduced at all. - * + * * The default is: * amb = 0xFFFF (ambient light fully affected by vertex alpha) * dir = 0xA000 (directional lights 62% affected by vertex alpha) * point = 0 (point lights not at all affected by vertex alpha) - * + * * Two reasons to use ambient occlusion rather than darkening the vertex colors: * - With ambient occlusion, the geometry can be fully lit up with point and/or * directional lights, depending on your settings here. * - Ambient occlusion can be used with cel shading to create areas which are * "darker" for the cel shading thresholds, but still have bright / white * vertex colors. - * + * * Two reasons to use these factors to modify ambient occlusion rather than * just manually scaling and offsetting all the vertex alpha values: * - To allow the behavior to differ between ambient, directional, and point * lights * - To allow the lighting to be adjusted at the scene level on-the-fly */ - + #define gSPAmbOcclusionAmb(pkt, amb) gMoveHalfwd(pkt, G_MW_FX, G_MWO_AO_AMBIENT, amb) #define gsSPAmbOcclusionAmb(amb) gsMoveHalfwd( G_MW_FX, G_MWO_AO_AMBIENT, amb) #define gSPAmbOcclusionDir(pkt, dir) gMoveHalfwd(pkt, G_MW_FX, G_MWO_AO_DIRECTIONAL, dir) @@ -2728,17 +2728,17 @@ _DW({ \ * value. This is useful for making surfaces fade between transparent when * viewed straight-on and opaque when viewed at a large angle, or for applying a * fake "outline" around the border of meshes. - * + * * If using Fresnel, you need to set the camera world position whenever you set * the VP matrix, viewport, etc. See SPCameraWorld. - * + * * The RSP does: * s16 dotProduct = dot(vertex normal, camera pos - vertex pos); * dotProduct = abs(dotProduct); // 0 = points to side, 7FFF = points at or away * s32 factor = ((scale * dotProduct) >> 15) + offset; * s16 result = clamp(factor << 8, 0, 7FFF); * color_or_alpha = result >> 7; - * + * * At dotMax, color_or_alpha = FF, result = 7F80, factor = 7F * At dotMin, color_or_alpha = 00, result = 0, factor = 0 * 7F = ((scale * dotMax) >> 15) + offset @@ -2748,7 +2748,7 @@ _DW({ \ * scale = 3F8000 / (dotMax - dotMin) <-- * offset = -(((3F8000 / (dotMax - dotMin)) * dotMin) >> 15) * offset = -((7F * dotMin) / (dotMax - dotMin)) <-- - * + * * To convert in the opposite direction: * ((7F - offset) << 15) / scale = dotMax * ((00 - offset) << 15) / scale = dotMin @@ -2791,13 +2791,13 @@ _DW({ \ gMoveHalfwd(pkt, G_MW_FX, G_MWO_ATTR_OFFSET_Z, z) #define gsSPAttrOffsetZ(z) \ gsMoveHalfwd(G_MW_FX, G_MWO_ATTR_OFFSET_Z, z) - + /* * Alpha compare culling. Optimization for cel shading, could also be used for * other scenarios where lots of tris are being drawn with alpha compare. - * + * * If mode == G_ALPHA_COMPARE_CULL_DISABLE, tris are drawn normally. - * + * * Otherwise: * - "vertex alpha" means the post-transform alpha value at each vertex being * sent to the RDP. This may be the original model vertex alpha, fog, light @@ -2806,7 +2806,7 @@ _DW({ \ * tris once and want to write all pixels where shade alpha >= thresh. Then * you change color settings and draw tris again, and want to write all other * pixels, i.e. where shade alpha < thresh. - * + * * For the light pass: * - Set blend color alpha to thresh * - Set CC alpha cycle 1 (or only cycle) to (shade alpha - 0) * tex alpha + 0 @@ -2815,7 +2815,7 @@ _DW({ \ * - Set mode = G_ALPHA_COMPARE_CULL_BELOW in SPAlphaCompareCull, and thresh * - The RSP will cull any tris where all three vertex alpha values (i.e. light * level) are < thresh - * + * * For the dark pass: * - Set blend color alpha to 0x100 - thresh (yes, not 0xFF - thresh). * - Set CC alpha cycle 1 (or only cycle) to (1 - shade alpha) * tex alpha + 0 @@ -2824,7 +2824,7 @@ _DW({ \ * - Set mode = G_ALPHA_COMPARE_CULL_ABOVE in SPAlphaCompareCull, and thresh * - The RSP will cull any tris where all three vertex alpha values (i.e. light * level) are >= thresh - * + * * The idea is to cull tris early on the RSP which won't have any of their * fragments drawn on the RDP, to save RDP time and memory bandwidth. */ @@ -2838,14 +2838,14 @@ _DW({ \ /* * Normals mode: How to handle transformation of vertex normals from model to * world space for lighting. - * + * * If mode = G_NORMALS_MODE_FAST, transforms normals from model space to world * space with the M matrix. This is correct if the object's transformation * matrix stack only included translations, rotations, and uniform scale (i.e. * same scale in X, Y, and Z); otherwise, if the transformation matrix has * nonuniform scale or shear, the lighting on the object will be somewhat * distorted. - * + * * If mode = G_NORMALS_MODE_AUTO, transforms normals from model space to world * space with M inverse transpose, which renders lighting correctly for the * object regardless of its transformation matrix (nonuniform scale or shear is @@ -2856,7 +2856,7 @@ _DW({ \ * happens effectively once per matrix, which is once per normal object or * separated limb or about twice per flex skeleton limb. So in a scene with lots * of complex skeletons, this may have a noticeable performance impact. - * + * * If mode = G_NORMALS_MODE_MANUAL, uses M inverse transpose for correct results * like G_NORMALS_MODE_AUTO, but it never internally computes M inverse * transpose. You have to upload M inverse transpose to the RSP using @@ -2864,7 +2864,7 @@ _DW({ \ * extra matrix uploads is much smaller than the overlay swaps, so if you can * efficiently compute M inverse transpose on the CPU, this may be faster than * G_NORMALS_MODE_AUTO. - * + * * Recommended to leave this set to G_NORMALS_MODE_FAST generally, and only set * it to G_NORMALS_MODE_AUTO for specific objects at times when they actually * have a nonuniform scale. For example, G_NORMALS_MODE_FAST for Mario @@ -2880,13 +2880,13 @@ _DW({ \ * material display list being run is the same as the last material, the texture * loads are automatically skipped the second time as they should already be in * TMEM. - * + * * This design generally works, but can break if you call a display list twice * but in between change a segment mapping so that a referenced image inside is * actually different the two times. In these cases, run the below command * between the two calls (e.g. when you change the segment) and the microcode * will not skip the second texture loads. - * + * * Internally, a material is defined to start with any set image command, and * end on any of the following: call, branch, return, vertex, all tri commands, * modify vertex, branch Z/W, or cull. The physical address of the display list @@ -2895,7 +2895,7 @@ _DW({ \ * address, i.e. we're executing the same material display list as the last * material, material cull mode is set. In this mode, load block, load tile, and * load TLUT all are skipped. This mode is cleared when the material ends. - * + * * This design has the benefit that it works correctly even with complex * materials, e.g. with two CI4 textures (four loads), whereas it would be * difficult to implement tracking all these loads separately. Furthermore, a @@ -2917,7 +2917,7 @@ typedef union { /* * See SPNormalsMode. mtx is the address of a MITMtx (M inverse transpose). - * + * * The matrix values must be scaled down so that the matrix norm is <= 1, * i.e. multiplying this matrix by any vector length <= 1 must produce a vector * with length <= 1. Normally, M scales things down substantially, so M inverse @@ -3192,7 +3192,7 @@ _DW({\ * PosLights2 myLights; // 2 pos + 1 ambient * * gSPSetLights(POLY_OPA_DISP++, 2, myLights); - * + * * If you need to use a pointer, e.g. if the number of lights is variable at * runtime: * PosLight *lights = memory_allocate((numLights + 1) * sizeof(PosLight)); @@ -3201,7 +3201,7 @@ _DW({\ * ... * lights[numLights].l.col = ambient_color(); * gSPSetLights(POLY_OPA_DISP++, numLights, *lights); // <- NOTE DEREFERENCE - * + * * If you're wondering why this macro takes a name / dereference instead of a * pointer, it's for backwards compatibility. */ @@ -3254,7 +3254,7 @@ _DW({ \ gDma2p((pkt), G_MOVEMEM, (la), sizeof(LookAt), G_MV_LIGHT, 8) #define gsSPLookAt(la) \ gsDma2p( G_MOVEMEM, (la), sizeof(LookAt), G_MV_LIGHT, 8) - + /* * These versions are deprecated, please use g*SPLookAt. The two directions * cannot be set independently anymore as they both fit within one memory word. @@ -3301,11 +3301,11 @@ _DW({ \ * geometry behind it is culled. You should create occlusion plane candidates * just behind walls and other large objects, and have your game engine pick * the most optimal one every frame to send to the RSP. - * + * * Computing the coefficients for the occlusion plane is far too complicated to * explain here. The reference implementation `guOcclusionPlane` is provided * separately. - * + * * o is the address of an OcclusionPlane struct */ #define gSPOcclusionPlane(pkt, o) \ @@ -3725,7 +3725,7 @@ _DW({ \ * the ambient light, 1 is the last directional / point light, etc. The RGB * color of the selected light is combined with the alpha specified in this * command as word 1 of a RDP command, and word 0 is specified in this command. - * Specialized versions are provided below for prim color and fog color, + * Specialized versions are provided below for prim color and fog color, * because these are the two versions needed for cel shading, but any RDP color * command could be specified this way. */ @@ -3808,18 +3808,18 @@ _DW({ \ /* * Define this to remove syncs from texture loading multi-command macros. - * + * * You should convert your romhack codebase to F3DEX3 without this defined * first, then once everything is stable, define it and fix any crashes or * graphical issues that arise. - * + * * How the syncs work: load, tile, and pipe sync all delay the RDP by fixed * numbers of cycles. It is the smallest number for load, a medium number for * tile, and the largest number for pipe. These syncs do NOT wait until * something is finished being used; they just stall for a fixed time. * (DPFullSync is different and DOES wait for writebacks to memory to be done; * that is not considered in this explanation.) - * + * * Syncs always happen after rendering something and before changing some * settings. In other words: * - gsSP2Triangles(), gsSPTextureRectangle(), etc. @@ -3827,16 +3827,16 @@ _DW({ \ * - gsDPSetSomething() * You never need the opposite, i.e. you never need a sync after changing * settings but before rendering. - * + * * Which sync you use depends on which settings you are changing. If you are * doing a texture load (DPLoadBlock or DPLoadTile), you need a load sync (or * either of the other syncs which wait for even longer). If you are changing * tile settings, you need a tile sync (or pipe sync which is longer). If you * are changing CC, othermode, env color, or other things like that, you need * a pipe sync. - * + * * Display lists overall should be structured like: - * + * * - ... * - previous draw tris * - pipe sync @@ -3846,13 +3846,13 @@ _DW({ \ * - pipe sync * - next material setup * - ... - * + * * In SM64, the pipe sync is at the end of each object or sub-object; in OoT * it is at the start of each display list. This ends up being the same thing * when the display lists are effectively concatenated: you have a pipe sync * after each set of rendering things, and before each new set of changing * settings. - * + * * If you are doing multitexture and/or CI texture loads, use a different tile * for each load, and then you don't need any syncs in the loads. As an extreme * example with two CI textures: @@ -3875,7 +3875,7 @@ _DW({ \ * hand or they were vanilla DLs not using the multi-command macros, they may * need to be updated. (Then again, in that case the syncs are also written by * hand, so these syncs changes do not affect them.) - * + * * If you are writing GUI display lists with texture rectangle which look like * - load tex * - tex rect diff --git a/include/z64scene.h b/include/z64scene.h index 0b06a931b4..ccda1129d8 100644 --- a/include/z64scene.h +++ b/include/z64scene.h @@ -643,7 +643,7 @@ typedef enum { #define SCENE_CMD_MISC_SETTINGS(sceneCamType, worldMapLocation) \ { SCENE_CMD_ID_MISC_SETTINGS, sceneCamType, CMD_W(worldMapLocation) } - + #if ENABLE_F3DEX3 #define SCENE_CMD_OCCLUSION_PLANE_CANDIDATES_LIST(numPlanes, planeList) \ { SCENE_CMD_ID_OCC_PLANE_CAND_LIST, numPlanes, CMD_PTR(planeList) }