dhewm3-sdk/sys/platform.h

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/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __PLATFORM__
#define __PLATFORM__
#include "config.h"
#include "framework/BuildDefines.h"
#ifdef _WIN32
#include <malloc.h> // _alloca()
#endif
// NOTE: By default Win32 uses a 1MB stack. Doom3 1.3.1 uses 4MB (probably set after compiling with EDITBIN /STACK
// dhewm3 now uses a 8MB stack, set with a linker flag in CMakeLists.txt (/STACK:8388608 for MSVC, -Wl,--stack,8388608 for mingw)
// Linux has a 8MB stack by default, and so does macOS, at least for the main thread
// anyway, a 2MB limit alloca should be safe even when using it multiple times in the same function
#define ID_MAX_ALLOCA_SIZE 2097152 // 2MB
/*
===============================================================================
Non-portable system services.
===============================================================================
*/
// AROS
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#if defined(__AROS__)
#define _alloca alloca
#define _alloca16( x ) ((void *)((((uintptr_t)alloca( (x)+15 )) + 15) & ~15))
#ifdef GAME_DLL
#define ID_GAME_API __attribute__((visibility ("default")))
#else
#define ID_GAME_API
#endif
#define ALIGN16( x ) x __attribute__ ((aligned (16)))
#define PACKED __attribute__((packed))
#define PATHSEPERATOR_STR "/"
#define PATHSEPERATOR_CHAR '/'
#define __cdecl
#define ASSERT assert
#define ID_INLINE inline
#define ID_STATIC_TEMPLATE
#define assertmem( x, y )
#endif
// Win32
#if defined(WIN32) || defined(_WIN32)
#ifdef __MINGW32__
#undef _alloca // in mingw _alloca is a #define
// NOTE: Do *not* use __builtin_alloca_with_align(), unlike regular alloca it frees at end of block instead of end of function !
#define _alloca16( x ) ( (void *) ( (assert((x)<ID_MAX_ALLOCA_SIZE)), ((((uintptr_t)__builtin_alloca( (x)+15 )) + 15) & ~15) ) )
#define _alloca( x ) ( (assert((x)<ID_MAX_ALLOCA_SIZE)), __builtin_alloca( (x) ) )
#else
#define _alloca16( x ) ( (void *) ( (assert((x)<ID_MAX_ALLOCA_SIZE)), ((((uintptr_t)_alloca( (x)+15 )) + 15) & ~15) ) )
#define _alloca( x ) ( (void *) ( (assert((x)<ID_MAX_ALLOCA_SIZE)), _alloca( (x) ) ) )
#endif
#define PATHSEPERATOR_STR "\\"
#define PATHSEPERATOR_CHAR '\\'
#ifdef _MSC_VER
#ifdef GAME_DLL
#define ID_GAME_API __declspec(dllexport)
#else
#define ID_GAME_API
#endif
#define ALIGN16( x ) __declspec(align(16)) x
#define PACKED
#define ID_INLINE __forceinline
// DG: alternative to forced inlining of ID_INLINE for functions that do alloca()
// and are called in a loop so inlining them might cause stack overflow
#define ID_MAYBE_INLINE __inline
#define ID_STATIC_TEMPLATE static
#define assertmem( x, y ) assert( _CrtIsValidPointer( x, y, true ) )
#else
#ifdef GAME_DLL
#define ID_GAME_API __attribute__((visibility ("default")))
#else
#define ID_GAME_API
#endif
#define ALIGN16( x ) x __attribute__ ((aligned (16)))
#define PACKED __attribute__((packed))
#define ID_INLINE inline
#define ID_STATIC_TEMPLATE
#define assertmem( x, y )
#endif
#endif
// Setting D3_ARCH for VisualC++ from CMake doesn't work when using VS integrated CMake
// so set it in code instead
#ifdef _MSC_VER
#ifdef D3_ARCH
#undef D3_ARCH
#endif // D3_ARCH
#ifdef _M_X64
// this matches AMD64 and ARM64EC (but not regular ARM64), but they're supposed to be binary-compatible somehow, so whatever
#define D3_ARCH "x86_64"
#elif defined(_M_ARM64)
#define D3_ARCH "arm64"
#elif defined(_M_ARM)
#define D3_ARCH "arm"
#elif defined(_M_IX86)
#define D3_ARCH "x86"
#else
// if you're not targeting one of the aforementioned architectures,
// check https://learn.microsoft.com/en-us/cpp/preprocessor/predefined-macros
// to find out how to detect yours and add it here - and please send a patch :)
#error "Unknown CPU architecture!"
// (for a quick and dirty solution, comment out the previous line, but keep in mind
// that savegames may not be compatible with other builds of dhewm3)
#define D3_ARCH "UNKNOWN"
#endif // _M_X64 etc
#endif // _MSC_VER
// Mac OSX
#if defined(MACOS_X) || defined(__APPLE__)
#ifdef GAME_DLL
#define ID_GAME_API __attribute__((visibility ("default")))
#else
#define ID_GAME_API
#endif
#define ALIGN16( x ) x __attribute__ ((aligned (16)))
#define PACKED __attribute__((packed))
#define _alloca alloca
#define _alloca16( x ) ((void *)((((uintptr_t)alloca( (x)+15 )) + 15) & ~15))
#define PATHSEPERATOR_STR "/"
#define PATHSEPERATOR_CHAR '/'
#define __cdecl
#define ASSERT assert
#define ID_INLINE inline
#define ID_STATIC_TEMPLATE
#define assertmem( x, y )
#endif
// Unix
#ifdef __unix__
#ifdef __GNUC__
// NOTE: Do *not* use __builtin_alloca_with_align(), unlike regular alloca it frees at end of block instead of end of function !
#define _alloca16( x ) (({assert( (x)<ID_MAX_ALLOCA_SIZE );}),((void *)((((uintptr_t)__builtin_alloca( (x)+15 )) + 15) & ~15)))
#define _alloca( x ) ( ({assert((x)<ID_MAX_ALLOCA_SIZE);}), __builtin_alloca( (x) ) )
#else
#define _alloca( x ) (({assert( (x)<ID_MAX_ALLOCA_SIZE );}), alloca( (x) ))
#define _alloca16( x ) (({assert( (x)<ID_MAX_ALLOCA_SIZE );}),((void *)((((uintptr_t)alloca( (x)+15 )) + 15) & ~15)))
#endif
#ifdef GAME_DLL
#define ID_GAME_API __attribute__((visibility ("default")))
#else
#define ID_GAME_API
#endif
#define ALIGN16( x ) x
#define PACKED __attribute__((packed))
#define PATHSEPERATOR_STR "/"
#define PATHSEPERATOR_CHAR '/'
#define __cdecl
#define ASSERT assert
#define ID_INLINE inline
#define ID_STATIC_TEMPLATE
#define assertmem( x, y )
#endif
#ifndef ID_MAYBE_INLINE
// for MSVC it's __inline, otherwise just inline should work
#define ID_MAYBE_INLINE inline
#endif // ID_MAYBE_INLINE
#ifdef __GNUC__
#define id_attribute(x) __attribute__(x)
#else
#define id_attribute(x)
#endif
#if !defined(_MSC_VER)
// MSVC does not provide this C99 header
#include <inttypes.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <string.h>
#include <assert.h>
#include <time.h>
#include <ctype.h>
#include <cstddef>
#include <typeinfo>
#include <errno.h>
#include <math.h>
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#undef FindText // stupid namespace poluting Microsoft monkeys
#endif
// Apple legacy
#ifdef __APPLE__
#include <Availability.h>
#ifdef __MAC_OS_X_VERSION_MIN_REQUIRED
#if __MAC_OS_X_VERSION_MIN_REQUIRED == 1040
#define OSX_TIGER
#elif __MAC_OS_X_VERSION_MIN_REQUIRED < 1060
#define OSX_LEOPARD
#endif
#endif
#endif
#define ID_TIME_T time_t
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typedef unsigned char byte; // 8 bits
typedef unsigned short word; // 16 bits
typedef unsigned int dword; // 32 bits
typedef unsigned int uint;
typedef unsigned long ulong;
typedef int qhandle_t;
#ifndef NULL
#define NULL ((void *)0)
#endif
#ifndef BIT
#define BIT( num ) ( 1 << ( num ) )
#endif
#define MAX_STRING_CHARS 1024 // max length of a string
// maximum world size
#define MAX_WORLD_COORD ( 128 * 1024 )
#define MIN_WORLD_COORD ( -128 * 1024 )
#define MAX_WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD )
#endif