Commit graph

2 commits

Author SHA1 Message Date
Christian Semmler
3b155bfe38
(Discussion/Proposals) Consistency regarding annotations of header-implemented functions (#316)
* Open discussion

* Move annotations of header-implemented functions back to `.h` files

* Adjust `README.md`

* Relocate annotation

* linter

* Comment markers in headers only, rename script, update github actions

* type hint compat

* Rename github action, better argparse for linter

* Type hints, working test for byname ignore

* Move annotation

* CI rename and enable warnfail, enforce mode always on

* Two step linting

* or one step

* continue on error

* two jobs instead

* Fixes

---------

Co-authored-by: disinvite <disinvite@users.noreply.github.com>
2023-12-12 20:27:17 +01:00
Mark Langen
260772e374
Bootstrap decomp of Tgl rendering library (#293)
* Bootstrap decomp of D3DRM rendering code

* This PR kicks off work on decompiling the D3D Retained Mode (D3DRM)
  rendering part of the codebase.

* High level overview:

* There is a base IMxDirect3DRMObject class which all of the D3DRM
  rendering objects inherit from. Its only virtual method is one to get
  the underlying object handle.

* A hierarchy of abstract classes inherits from this base class, which
  I've called "IMxDirect3DRM<class>". These classes only have pure
  virtual methods on them and don't contain any data.

* Each one of the abstract classes has exactly one concrete
  implementation, which I've called "MxDirect3DRM<class>". These classes
  have exactly one piece of data, which is a pointer to the underlying
  D3D Retained Mode object.

* If the classes need to store additional data, they store it in a
  userdata blob which is attached to the D3DRM object rather than the
  additional data being stored in the class itself.

* I've worked out about twice this many classes related to D3DRM
  rendering so far but the PR was getting large enough as is, so I'm
  cutting it here for now.

* I decomped sufficiently many methods of these classe to convince
  myself that the above observations are correct. About 60% of the
  decomped methods here are perfect matches, including at least one
  non-trivial method per class.

* Formatting

* Restructure changes using Tgl naming / details

* Restructure the changes to use the naming that we know from Tgl.

* Fill in some parts of the implementation I couldn't initially figure
  out using the details from Tgl (got more 100% matches).

* Move d3drm link requirement

* Fixups FloatMatrix -> FloatMatrix4

* Fix order

* Full fix for ordering problems

* Put back accidentally removed include.

* Fix call which should have been Release

* Use new and delete for DeepClone

* Missing Tgl:: on CreateRenderer

* Revert change to bool return value.

* Rename Something -> Unk

* Return paramter naming convention to what Tgl used

* Add scalar ddtor to verify inline destructor

* Fix order

* Change malloc/free -> new/delete in Tgl

* Remove duplicate destructor.

* Check all inline destructors

* Fix dtor comments

* Third time's the charm

* Alphabetical sort

* Decomp adjustments

* Add d3drm files to clang-format

---------

Co-authored-by: Christian Semmler <mail@csemmler.com>
2023-12-07 13:10:42 +01:00