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* warns prelim * Update Makefile * catch a rain straggler * wowie * m * game_ui.c moment * Update game_ui.c * patch * format
89 lines
2.5 KiB
C
89 lines
2.5 KiB
C
#ifndef _MACROS_H_
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#define _MACROS_H_
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#include <PRinternal/macros.h>
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#ifndef __sgi
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#define GLOBAL_ASM(...)
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#endif
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#if !defined(__sgi) && (!defined(NON_MATCHING) || !defined(AVOID_UB))
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// asm-process isn't supported outside of IDO, and undefined behavior causes
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// crashes.
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// #error Matching build is only possible on IDO; please build with NON_MATCHING=1.
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#endif
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#define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0]))
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#define GLUE(a, b) a ## b
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#define GLUE2(a, b) GLUE(a, b)
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// Avoid undefined behaviour for non-returning functions
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#ifdef __GNUC__
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#define NORETURN __attribute__((noreturn))
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#else
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#define NORETURN
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#endif
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// Static assertions
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#ifdef __GNUC__
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#define STATIC_ASSERT(cond, msg) _Static_assert(cond, msg)
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#else
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#define STATIC_ASSERT(cond, msg) typedef char GLUE2(static_assertion_failed, __LINE__)[(cond) ? 1 : -1]
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#endif
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// Align to 8-byte boundary for DMA requirements
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#ifdef __GNUC__
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#define ALIGNED8 __attribute__((aligned(8)))
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#else
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#define ALIGNED8
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#endif
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// Align to 16-byte boundary for audio lib requirements
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#ifdef __GNUC__
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#define ALIGNED16 __attribute__((aligned(16)))
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#else
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#define ALIGNED16
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#endif
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// Use built-in pseudocode where possible in NON_MATCHING builds
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#if defined(__GNUC__) && !defined(CC_CHECK)
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#define abs(x) __builtin_abs(x)
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#define fabsf(x) __builtin_fabsf(x)
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#define sqrtf(f) __builtin_sqrtf(f)
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#undef ABS
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#undef ABSF
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#define ABS(x) __builtin_abs(x)
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#define ABSF(x) __builtin_fabsf(x)
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#else
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#define inline
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#define ABSF(x) (x < 0.f ? -x : x)
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#endif
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#define ABS2(x) ((x) >= 0 ? (x) : -(x))
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// convert a virtual address to physical.
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#define VIRTUAL_TO_PHYSICAL(addr) ((uintptr_t)(addr) & 0x1FFFFFFF)
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// convert a physical address to virtual.
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#define PHYSICAL_TO_VIRTUAL(addr) ((uintptr_t)(addr) | 0x80000000)
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// another way of converting virtual to physical
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#define VIRTUAL_TO_PHYSICAL2(addr) ((u8 *)(addr) - 0x80000000U)
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// Used to suppress warnings in the ./generate_ctx.sh script.
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#define INCONSISTENT
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// Used to make a u32 colour value look clearer. Transforms 0xFF0000FF to 255, 0, 0, 255
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#define COLOUR_RGBA32(r, g, b, a) ((u32)((r << 24) | (g << 16) | (b << 8) | a))
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// A few systems in the game use an array as a cache table. This gives you the asset ID
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#define ASSETCACHE_ID(x) ((x << 1) + 0)
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// A few systems in the game use an array as a cache table. This gives you the pointer to the asset
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#define ASSETCACHE_PTR(x) ((x << 1) + 1)
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#define MIN(a, b) ((a) < (b) ? (a) : (b))
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#define MAX(a, b) ((a) > (b) ? (a) : (b))
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#endif
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