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Lunatic t.: option for generating code caching sprite/actor/player structs...
...at the beginning of each function called back from C, and each case/default function. Called -fcache-sap. Disabled by default. git-svn-id: https://svn.eduke32.com/eduke32@3561 1a8010ca-5511-0410-912e-c29ae57300e0
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0173c0908a
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2 changed files with 52 additions and 19 deletions
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@ -364,6 +364,12 @@ function _togglesectinterp(sectnum, doset)
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end
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end
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-- Support for translated CON code: get cached sprite, actor and player structs
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-- (-fcache-sap option).
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function _getsap(aci, pli)
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return (aci>=0) and sprite[aci], (aci>=0) and actor[aci], (pli>=0) and player[pli]
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end
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--- player/actor/sprite searching functions ---
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local xmath = require("xmath")
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@ -1571,7 +1577,7 @@ function _starttrack(level)
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if (ffiC.G_StartTrack(level) ~= 0) then
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error("null music for volume "..ffiC.ud.volume_number..
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" level "..level)
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" level "..level, 2)
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end
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end
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@ -99,7 +99,9 @@ local g_warn = { ["not-redefined"]=true, ["bad-identifier"]=true,
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["number-conversion"]=true, ["system-gamevar"]=true, }
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-- Code generation and output options.
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local g_cgopt = { ["no"]=false, ["debug-lineinfo"]=false, ["gendir"]=nil, }
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local g_cgopt = { ["no"]=false, ["debug-lineinfo"]=false, ["gendir"]=nil,
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["cache-sap"]=false, }
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local function csapp() return g_cgopt["cache-sap"] end
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-- How many 'if' statements are following immediately each other,
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-- needed to cope with CONs dangling-else resolution
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@ -142,9 +144,10 @@ local g_curcode = nil -- a table of string pieces or other "gencode" tables
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local g_code = nil
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local function ACS(s) return "actor[_aci]"..s end
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local function SPS(s) return "sprite[_aci]"..s end
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local function PLS(s) return "player[_pli]"..s end
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local function ACS(s) return (csapp() and "_a" or "actor[_aci]")..s end
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local function SPS(s) return (csapp() and "_spr" or "sprite[_aci]")..s end
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local function PLS(s) return (csapp() and "_ps" or "player[_pli]")..s end
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local function PLSX(s) return "player[_pli]"..s end
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local function getlinecol(pos) end -- fwd-decl
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@ -246,22 +249,22 @@ local function new_initial_gvartab()
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gs = RW "_gv.hudweap.shade",
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-- Some per-player gamevars
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ZRANGE = PRW(PLS".zrange"),
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ANGRANGE = PRW(PLS".angrange"),
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AUTOAIMANGLE = PRW(PLS".autoaimang"),
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ZRANGE = PRW(PLSX".zrange"),
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ANGRANGE = PRW(PLSX".angrange"),
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AUTOAIMANGLE = PRW(PLSX".autoaimang"),
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PIPEBOMB_CONTROL = PRW(PLS".pipebombControl"),
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GRENADE_LIFETIME = PRW(PLS".pipebombLifetime"),
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GRENADE_LIFETIME_VAR = PRW(PLS".pipebombLifetimeVar"),
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TRIPBOMB_CONTROL = PRW(PLS".tripbombControl"),
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STICKYBOMB_LIFETIME = PRW(PLS".tripbombLifetime"),
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STICKYBOMB_LIFETIME_VAR = PRW(PLS".tripbombLifetimeVar"),
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PIPEBOMB_CONTROL = PRW(PLSX".pipebombControl"),
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GRENADE_LIFETIME = PRW(PLSX".pipebombLifetime"),
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GRENADE_LIFETIME_VAR = PRW(PLSX".pipebombLifetimeVar"),
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TRIPBOMB_CONTROL = PRW(PLSX".tripbombControl"),
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STICKYBOMB_LIFETIME = PRW(PLSX".tripbombLifetime"),
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STICKYBOMB_LIFETIME_VAR = PRW(PLSX".tripbombLifetimeVar"),
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-- These are not 100% authentic (they're only updated in certain
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-- circumstances, see player.c: P_SetWeaponGamevars()). But IMO it's
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-- more useful like this.
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WEAPON = PRO(PLS".curr_weapon"),
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WORKSLIKE = PRO(format(PLS".weapon[%s].workslike", PLS".curr_weapon")),
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WEAPON = PRO(PLSX".curr_weapon"),
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WORKSLIKE = PRO(format(PLSX".weapon[%s].workslike", PLSX".curr_weapon")),
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VOLUME = RO "_gv.currentEpisode()",
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LEVEL = RO "_gv.currentLevel()",
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@ -271,7 +274,7 @@ local function new_initial_gvartab()
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for i=1,#wmembers do
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local member = wmembers[i]:gsub(".* ","") -- strip e.g. "int32_t "
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local name = format("WEAPON%d_%s", w, member:upper())
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gamevar[name] = PRW(format(PLS".weapon[%d].%s", w, member))
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gamevar[name] = PRW(format(PLSX".weapon[%d].%s", w, member))
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end
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end
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@ -309,6 +312,10 @@ local function add_code_and_end(codetab, endstr)
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addcode(endstr)
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end
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local function get_cache_sap_code()
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return csapp() and "local _spr,_a,_ps=_con._getsap(_aci,_pli)" or ""
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end
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local function warnprintf() end -- fwd-decl
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local on = {}
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@ -332,6 +339,7 @@ function on.actor_end(usertype, tsamm, codetab)
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-- TODO: usertype (is non-nil only for 'useractor')
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addcodef("gameactor(%d,%sfunction(_aci, _pli, _dist)", tilenum, str)
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addcode(get_cache_sap_code())
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add_code_and_end(codetab, "end)")
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if (g_code.actor[tilenum] ~= nil) then
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@ -362,12 +370,14 @@ end
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function on.state_end(funcname, codetab)
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addcodef("%s=function(_aci, _pli, _dist)", funcname)
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addcode(get_cache_sap_code())
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add_code_and_end(codetab, "end")
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end
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function on.event_end(eventidx, codetab)
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assert(type(codetab)=="table")
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addcodef("gameevent(%d, function (_aci, _pli, _dist)", eventidx)
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addcode(get_cache_sap_code())
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addcode(CSV".RETURN=gv._RETURN()")
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addcode(codetab)
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addcodef("gv._RETURN(%s)", CSV".RETURN")
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@ -379,6 +389,7 @@ end
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function on.eventloadactor_end(tilenum, codetab)
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-- Translate eventloadactor into a chained EVENT_LOADACTOR block
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addcode("gameevent('LOADACTOR', function (_aci, _pli, _dist)")
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addcode(get_cache_sap_code())
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addcodef("if (%s==%d) then", SPS".picnum", tilenum)
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addcode(codetab)
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addcode("end")
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@ -1402,14 +1413,26 @@ local function StructAccess(Structname, writep, index, membertab)
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-- METHOD_MEMBER
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local ismethod = (armembcode:find("%%s",1,true)~=nil)
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-- If ismethod is true, then the formatted string will now have an "%s"
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local code
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if (Structname=="userdef") then
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-- assert(index==nil)
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assert(parm2==nil)
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return format(armembcode, parm2), ismethod
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code = format(armembcode, parm2)
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else
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return format(armembcode, index, parm2), ismethod
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code = format(armembcode, index, parm2)
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end
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if (csapp()) then
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if (Structname=="player") then
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code = code:gsub("^player%[_pli%]", "_ps")
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elseif (Structname=="sprite") then
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code = code:gsub("^actor%[_aci%]", "_a")
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code = code:gsub("^sprite%[_aci%]", "_spr")
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end
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end
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return code, ismethod
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end
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function lookup.array_expr(writep, structname, index, membertab)
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@ -2713,6 +2736,7 @@ function on.switch_end(testvar, blocks)
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have[index] = true
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swcode[#swcode+1] = format("[%s]=function(_aci,_pli,_dist)", index)
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swcode[#swcode+1] = get_cache_sap_code()
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-- insert the case/default code:
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swcode[#swcode+1] = block[#block]
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swcode[#swcode+1] = "end,"
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@ -3054,6 +3078,9 @@ local function handle_cmdline_arg(str)
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g_cgopt["gendir"] = str:sub(10)
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ok = true
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end
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elseif (str:sub(2)=="fcache-sap") then
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g_cgopt["cache-sap"] = true
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ok = true
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elseif (str:sub(2)=="fdebug-lineinfo") then
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g_cgopt["debug-lineinfo"] = true
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ok = true
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