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Create debug macros for common functions (#1597)

* Create debug macros for common functions

* Revert NDEBUG change

* MALLOCR -> MALLOC_R

* DEBUG -> OOT_DEBUG

* Use the same name for debug and non-debug matrix functions

* Fix file/line argument order

* Revert g[s]DPNoOp[Tag]

* Use SystemArena_MallocDebug directly in GameAlloc_MallocDebug

* MTXF_TO_MTX -> MATRIX_TO_MTX
This commit is contained in:
cadmic 2024-01-09 04:59:03 -08:00 committed by GitHub
parent e146d7bc26
commit cd917b0cb8
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GPG key ID: 4AEE18F83AFDEB23
314 changed files with 1352 additions and 1294 deletions

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@ -1533,7 +1533,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_fd.c", 4046),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_fd.c", 4046),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gVolvagiaEmberModelDL);
}
@ -1554,7 +1554,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
Matrix_RotateX(effect->vFdFxRotX, MTXMODE_APPLY);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_fd.c", 4068),
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_fd.c", 4068),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gVolvagiaDebrisModelDL);
}
@ -1576,7 +1576,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
Matrix_Scale(effect->scale, effect->scale, effect->scale, MTXMODE_APPLY);
Matrix_ReplaceRotation(&play->billboardMtxF);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_fd.c", 4104),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_fd.c", 4104),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(dustTex[effect->timer2]));
gSPDisplayList(POLY_XLU_DISP++, gVolvagiaDustModelDL);
@ -1599,7 +1599,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
Matrix_Scale(effect->scale, effect->scale, effect->scale, MTXMODE_APPLY);
Matrix_ReplaceRotation(&play->billboardMtxF);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_fd.c", 4154),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_fd.c", 4154),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(dustTex[effect->timer2]));
gSPDisplayList(POLY_XLU_DISP++, gVolvagiaDustModelDL);
@ -1621,7 +1621,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
Matrix_RotateX(effect->vFdFxRotX, MTXMODE_APPLY);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_fd.c", 4192),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_fd.c", 4192),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gVolvagiaSkullPieceModelDL);
}
@ -1756,7 +1756,7 @@ void BossFd_DrawMane(PlayState* play, BossFd* this, Vec3f* manePos, Vec3f* maneR
Matrix_Scale(maneScale[maneIndex] * (0.01f - (i * 0.0008f)), maneScale[maneIndex] * (0.01f - (i * 0.0008f)),
0.01f, MTXMODE_APPLY);
Matrix_RotateX(-M_PI / 2.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_fd.c", 4480),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_fd.c", 4480),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gVolvagiaManeModelDL);
}
@ -1819,7 +1819,7 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
s16 segIndex;
s16 i;
f32 temp_float;
Mtx* tempMat = Graph_Alloc(play->state.gfxCtx, 18 * sizeof(Mtx));
Mtx* tempMat = GRAPH_ALLOC(play->state.gfxCtx, 18 * sizeof(Mtx));
OPEN_DISPS(play->state.gfxCtx, "../z_boss_fd.c", 4589);
if (this->skinSegments != 0) {
@ -1875,7 +1875,7 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
this->fwork[BFD_BODY_PULSE]),
1.0f, MTXMODE_APPLY);
Matrix_RotateY(M_PI / 2.0f, MTXMODE_APPLY);
Matrix_ToMtx(tempMat, "../z_boss_fd.c", 4719);
MATRIX_TO_MTX(tempMat, "../z_boss_fd.c", 4719);
gSPMatrix(POLY_OPA_DISP++, tempMat, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, sBodyDLists[i]);
} else {
@ -1899,7 +1899,7 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
temp_float = 0.1f * sp84;
}
Matrix_Scale(0.1f, 0.1f, 0.1f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_fd.c", 4768),
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_fd.c", 4768),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gVolvagiaRibsDL);