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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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@ -2434,7 +2434,7 @@ void BossMo_DrawTentacle(BossMo* this, PlayState* play) {
s16 i;
s16 notCut;
s16 index;
Mtx* matrix = Graph_Alloc(play->state.gfxCtx, 41 * sizeof(Mtx));
Mtx* matrix = GRAPH_ALLOC(play->state.gfxCtx, 41 * sizeof(Mtx));
f32 phi_f20;
f32 phi_f22;
Vec3f sp110;
@ -2489,7 +2489,7 @@ void BossMo_DrawTentacle(BossMo* this, PlayState* play) {
MTXMODE_APPLY);
}
Matrix_RotateX(M_PI / 2.0f, MTXMODE_APPLY);
Matrix_ToMtx(matrix, "../z_boss_mo.c", 6452);
MATRIX_TO_MTX(matrix, "../z_boss_mo.c", 6452);
gSPMatrix(POLY_XLU_DISP++, matrix, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
@ -2522,7 +2522,7 @@ void BossMo_DrawTentacle(BossMo* this, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(phi_f22, phi_f22, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_mo.c", 6511),
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_mo.c", 6511),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gMorphaBubbleDL);
@ -2582,7 +2582,7 @@ void BossMo_DrawWater(BossMo* this, PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, 0, 100, 255, 80);
Matrix_Scale(0.5f, 1.0f, 0.5f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_mo.c", 6675),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_mo.c", 6675),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gMorphaWaterDL);
@ -2613,7 +2613,7 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
Matrix_RotateX(this->work[MO_TENT_MOVE_TIMER] * 0.5f, MTXMODE_APPLY);
Matrix_RotateZ(this->work[MO_TENT_MOVE_TIMER] * 0.8f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_mo.c", 6735),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_mo.c", 6735),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 255, (s8)this->baseAlpha);
@ -2651,7 +2651,7 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
Matrix_Translate(this->actor.world.pos.x, groundLevel, this->actor.world.pos.z, MTXMODE_NEW);
Matrix_Scale(0.23f, 1.0f, 0.23f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_mo.c", 6820),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_mo.c", 6820),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gCircleShadowDL));
@ -2709,7 +2709,7 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
Matrix_RotateX(M_PI / 2.0f, MTXMODE_APPLY);
Matrix_Scale(0.05f, 1.0f, 0.05f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_mo.c", 6941),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_mo.c", 6941),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gMorphaWaterDL);
@ -2923,7 +2923,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_Scale(effect->scale, 1.0f, effect->scale, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_mo.c", 7294),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_mo.c", 7294),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffWaterRippleDL);
@ -2946,7 +2946,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_Scale(effect->scale, 1.0f, effect->scale, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_mo.c", 7330),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_mo.c", 7330),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffShockwaveDL);
@ -2975,7 +2975,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(effect->scale / effect->fwork[MO_FX_STRETCH], effect->fwork[MO_FX_STRETCH] * effect->scale,
1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_mo.c", 7373),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_mo.c", 7373),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gMorphaDropletModelDL);
@ -3001,7 +3001,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_Scale(effect->scale, 1.0f, effect->scale, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_mo.c", 7441),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_mo.c", 7441),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gMorphaWetSpotModelDL);
@ -3025,7 +3025,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_mo.c", 7476),
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_mo.c", 7476),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gMorphaBubbleDL);