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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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@ -1662,9 +1662,9 @@ void DemoEffect_DrawJewel(Actor* thisx, PlayState* play2) {
if (!frames) {}
gSPSegment(POLY_OPA_DISP++, 8, Gfx_TexScroll(play->state.gfxCtx, (u8)frames, (u8)frames, 16, 16));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2597),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2597),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2599),
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2599),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
func_8002ED80(&this->actor, play, 0);
@ -1706,7 +1706,7 @@ void DemoEffect_DrawCrystalLight(Actor* thisx, PlayState* play) {
Matrix_RotateY(0.0f, MTXMODE_APPLY);
Matrix_RotateX(DEG_TO_RAD(11), MTXMODE_APPLY);
Matrix_Translate(0.0f, 150.0f, 0.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2661),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2661),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gCrystalLightDL);
Matrix_Pop();
@ -1714,7 +1714,7 @@ void DemoEffect_DrawCrystalLight(Actor* thisx, PlayState* play) {
Matrix_RotateY(DEG_TO_RAD(120), MTXMODE_APPLY);
Matrix_RotateX(DEG_TO_RAD(11), MTXMODE_APPLY);
Matrix_Translate(0.0f, 150.0f, 0.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2672),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2672),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gCrystalLightDL);
Matrix_Pop();
@ -1722,7 +1722,7 @@ void DemoEffect_DrawCrystalLight(Actor* thisx, PlayState* play) {
Matrix_RotateY(DEG_TO_RAD(240), MTXMODE_APPLY);
Matrix_RotateX(DEG_TO_RAD(11), MTXMODE_APPLY);
Matrix_Translate(0.0f, 150.0f, 0.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2683),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2683),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gCrystalLightDL);
Matrix_Pop();
@ -1737,7 +1737,7 @@ void DemoEffect_DrawFireBall(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 64, 64, 255, 200, 0, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 255);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2709),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2709),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPMatrix(POLY_XLU_DISP++, play->billboardMtx, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 8,
@ -1781,7 +1781,7 @@ void DemoEffect_DrawGodLgt(Actor* thisx, PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, this->envXluColor[0], this->envXluColor[1], this->envXluColor[2], 255);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Push();
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2801),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2801),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGoldenGoddessAuraDL);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
@ -1798,7 +1798,7 @@ void DemoEffect_DrawGodLgt(Actor* thisx, PlayState* play) {
Matrix_RotateX(M_PI / 2.0f, MTXMODE_APPLY);
Matrix_Translate(0.0f, -140.0f, 0.0f, MTXMODE_APPLY);
Matrix_Scale(0.03f, 0.03f, 0.03f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2824),
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2824),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gGoldenGoddessBodyDL);
}
@ -1829,14 +1829,14 @@ void DemoEffect_DrawLightEffect(Actor* thisx, PlayState* play) {
Matrix_Push();
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
Matrix_RotateZ(DEG_TO_RAD(this->light.rotation), MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2866),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2866),
G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
if (disp) {};
gSPDisplayList(POLY_XLU_DISP++, disp);
Matrix_Pop();
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
Matrix_RotateZ(DEG_TO_RAD(-(f32)this->light.rotation), MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2874),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2874),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, disp);
}
@ -1855,7 +1855,7 @@ void DemoEffect_DrawBlueOrb(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
Matrix_RotateZ(BINANG_TO_RAD(this->blueOrb.rotation), MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2901),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2901),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
this->blueOrb.rotation += 0x01F4;
gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL);
@ -1871,7 +1871,7 @@ void DemoEffect_DrawLgtShower(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 64, 64, 255, 255, 160, this->lgtShower.alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 50, 200, 0, 255);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2927),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2927),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (frames * 5) % 1024, 0, 256, 64, 1,
@ -1890,7 +1890,7 @@ void DemoEffect_DrawLightRing(Actor* thisx, PlayState* play2) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 128, 128, 170, 255, 255, this->lightRing.alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 100, 255, 255);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2963),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2963),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (frames * 5) % 64, 512 - ((frames * 2) % 512) - 1,
@ -1914,7 +1914,7 @@ void DemoEffect_DrawTriforceSpot(Actor* thisx, PlayState* play) {
Actor_PlaySfx(&this->actor, NA_SE_EV_AURORA - SFX_FLAG);
Matrix_Push();
Matrix_Scale(1.0f, 2.4f, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 3011),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 3011),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 9,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 256 - ((frames * 4) % 256) - 1, 64, 64,
@ -1929,7 +1929,7 @@ void DemoEffect_DrawTriforceSpot(Actor* thisx, PlayState* play) {
if (this->triforceSpot.triforceSpotOpacity != 0) {
Actor_PlaySfx(&this->actor, NA_SE_EV_TRIFORCE - SFX_FLAG);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 3042),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 3042),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->triforceSpot.triforceSpotOpacity < 250) {
@ -1937,7 +1937,7 @@ void DemoEffect_DrawTriforceSpot(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetRenderMode(POLY_XLU_DISP++, G_RM_PASS, G_RM_AA_ZB_XLU_SURF2);
Matrix_RotateY(BINANG_TO_RAD(this->triforceSpot.rotation), MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 3053),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 3053),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 16, 1, 0, 0, 16, 8));
@ -1949,7 +1949,7 @@ void DemoEffect_DrawTriforceSpot(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gDPSetRenderMode(POLY_OPA_DISP++, G_RM_PASS, G_RM_AA_ZB_OPA_SURF2);
Matrix_RotateY(BINANG_TO_RAD(this->triforceSpot.rotation), MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 3085),
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 3085),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_OPA_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 16, 1, 0, 0, 16, 8));