refactor(profile): use method macros for CGxDevice

This commit is contained in:
phaneron 2026-04-30 03:06:11 -04:00
parent dfe061078f
commit 49beb80c97

View file

@ -7,6 +7,7 @@
#include "storm/array/c2vector.h"
#include "storm/array/c3vector.h"
#include "storm/array/cimvector.h"
#include "storm/array/float.h"
#include "storm/array/uint16_t.h"
#include "storm/array/uint32_t.h"
@ -17,6 +18,7 @@
#include "tempest/vector.h"
#include "gx/apilight.h"
#include "gx/batch.h"
#include "gx/buffer.h"
#include "gx/caps.h"
#include "gx/emergencymem.h"
@ -79,71 +81,72 @@ struct CGxDevice__TextureTarget {
};
// 84 functions
#define INTERFACE CGxDevice
struct CGxDevice__v_table {
// void ITexMarkAsUpdated(CGxTex* texId);
void* v_fn_0_ITexMarkAsUpdated;
P_METHOD(void, _00_ITexMarkAsUpdated, CGxTex* texId);
// void IRsSendToHw(EGxRenderState rs);
// no base implementation
void* v_fn_1_IRsSendToHw;
P_METHOD(void, _01_IRsSendToHw, EGxRenderState rs);
// void ICursorCreate(const CGxFormat& format);
void* v_fn_2_ICursorCreate;
P_METHOD(void, _02_ICursorCreate, CGxFormat* format);
// void ICursorDestroy();
void* v_fn_3_ICursorDestroy;
E_METHOD(void, _03_ICursorDestroy);
// void ICursorDraw();
void* v_fn_4_ICursorDraw;
E_METHOD(void, _04_ICursorDraw);
// This gets called when window is resized. It runs a list of callbacks in an array.
// two functions that are in this array (ONLY once in-game, not in login screen):
// * 007E7FE0
// * 00512920
// void NotifyOnDeviceRestored();
void* v_fn_5_NotifyOnDeviceRestored;
E_METHOD(void, _05_NotifyOnDeviceRestored);
// void NotifyOnTextureRecreation();
void* v_fn_6_NotifyOnTextureRecreation;
E_METHOD(void, _06_NotifyOnTextureRecreation);
// void NotifyOnStereoChanged();
void* v_fn_7_NotifyOnStereoChanged;
E_METHOD(void, _07_NotifyOnStereoChanged);
// void `scalar deleting destructor'(uint32_t __flags)
void* v_fn_8_scalar_deleting_destructor;
P_METHOD(void, _08_scalar_deleting_destructor, uint32_t __flags);
// int32_t DeviceCreate(uintptr_t hwnd, const CGxFormat& format);
void* v_fn_9_DeviceCreate;
P_METHOD(int32_t, _09_DeviceCreate, uintptr_t hwnd, CGxFormat* format);
// int32_t DeviceCreate(long (*windowProc)(void*, uint32_t, uint32_t, int32_t), CGxFormat const&
// format);
void* v_fn_10_DeviceCreate;
P_METHOD(int32_t, _10_DeviceCreate, GxWindowProc windowProc, CGxFormat* format);
// void DeviceDestroy();
void* v_fn_11_DeviceDestroy;
E_METHOD(void, _11_DeviceDestroy);
// void DeviceEvictResources();
void* v_fn_12_DeviceEvictResources;
E_METHOD(void, _12_DeviceEvictResources);
// int32_t DeviceSetFormat(const CGxFormat& format);
void* v_fn_13_DeviceSetFormat;
P_METHOD(int32_t, _13_DeviceSetFormat, CGxFormat* format);
// void DeviceSetBaseMipLevel(uint32_t mipLevel);
void* v_fn_14_DeviceSetBaseMipLevel;
P_METHOD(void, _14_DeviceSetBaseMipLevel, uint32_t mipLevel);
// void DeviceSetGamma(const CGxGammaRamp& ramp);
void* v_fn_15_DeviceSetGamma;
P_METHOD(void, _15_DeviceSetGamma, CGxGammaRamp* ramp);
// void DeviceSetGamma(float gamma);
void* v_fn_16_DeviceSetGamma;
P_METHOD(void, _16_DeviceSetGamma, float gamma);
// no base implementation
// void* DeviceWindow();
void* v_fn_17_DeviceWindow;
E_METHOD(void*, _17_DeviceWindow);
// void DeviceTakeScreenShot();
void* v_fn_18_DeviceTakeScreenShot;
E_METHOD(void, _18_DeviceTakeScreenShot);
// void DeviceReadScreenShot(uint32_t& w, uint32_t& h, const CImVector*& pixels) */
void* v_fn_19_DeviceReadScreenShot;
P_METHOD(void, _19_DeviceReadScreenShot, uint32_t* w, uint32_t* h, CImVector** pixels);
// void DeviceReadPixels(CiRect& rect, TSGrowableArray<CImVector>& pixels);
void* v_fn_20_DeviceReadPixels;
P_METHOD(void, _20_DeviceReadPixels, CiRect* rect, TSGrowableArray_CImVector* pixels);
// void DeviceReadDepths(CiRect& rect, TSGrowableArray<float>& depths);
void* v_fn_21_DeviceReadDepths;
P_METHOD(void, _21_DeviceReadDepths, CiRect* rect, TSGrowableArray_float* depths);
// void DeviceWM(EGxWM wm, int32_t param1, int32_t param2);
void* v_fn_22_DeviceWM;
P_METHOD(void, _22_DeviceWM, EGxWM wm, int32_t param1, int32_t param2);
// void DeviceSetRenderTarget(EGxBuffer buffer, CGxTex* texture, uint32_t plane);
void* v_fn_23_DeviceSetRenderTarget;
P_METHOD(void, _23_DeviceSetRenderTarget, EGxBuffer buffer, CGxTex* texture, uint32_t plane);
// void v_fn_24(); DeviceReleaseDepthBuffer?
// d3d:
// this->m_d3dDevice->GetDepthStencilSurface(&PTR_00C6033C);
// PTR_00C6033C->Release();
void* v_fn_24;
E_METHOD(void, _24);
// void v_fn_25(); DeviceResetDepthBuffer?
// d3d:
// this->m_d3dDevice->SetDepthStencilSurface(PTR_00C6033C);
void* v_fn_25;
E_METHOD(void, _25);
// void v_fn_26(CGxTex* texId); DeviceResolveDepthBuffer(CGxTex*) seems to be the most logical
// candidate for this d3d:
// if (this->m_context) {
@ -156,130 +159,179 @@ struct CGxDevice__v_table {
// this->m_d3dDevice->SetDepthStencilSurface(texId->m_apiSpecificData);
// }
// void DeviceResolveDepthBuffer(CGxTex* texId);
void* v_fn_26_DeviceResolveDepthBuffer;
P_METHOD(void, _26_DeviceResolveDepthBuffer, CGxTex* texId);
// void DeviceCopyTex(CGxTex* sourceTex, uint32_t sourcePlane, CGxTex* destTex, uint32_t
// destPlane);
void* v_fn_27_DeviceCopyTex;
P_METHOD(
void,
_27_DeviceCopyTex,
CGxTex* sourceTex,
uint32_t sourcePlane,
CGxTex* destTex,
uint32_t destPlane);
// void DeviceOverride(EGxOverride override, uint32_t value);
void* v_fn_28_DeviceOverride;
P_METHOD(void, _28_DeviceOverride, EGxOverride override, uint32_t value);
// void AddDeviceRestoredCallback(DEVICERESTOREDCALLBACK callback);
void* v_fn_29_AddDeviceRestoredCallback;
P_METHOD(void, _29_AddDeviceRestoredCallback, DEVICERESTOREDCALLBACK callback);
// int32_t RemoveDeviceRestoredCallback(DEVICERESTOREDCALLBACK callback);
void* v_fn_30_RemoveDeviceRestoredCallback;
P_METHOD(int32_t, _30_RemoveDeviceRestoredCallback, DEVICERESTOREDCALLBACK callback);
// void AddTextureRecreationCallback(TEXTURERECREATIONCALLBACK callback);
void* v_fn_31_AddTextureRecreationCallback;
P_METHOD(void, _31_AddTextureRecreationCallback, TEXTURERECREATIONCALLBACK callback);
// int32_t RemoveTextureRecreationCallback(TEXTURERECREATIONCALLBACK callback);
void* v_fn_32_RemoveTextureRecreationCallback;
P_METHOD(int32_t, _32_RemoveTextureRecreationCallback, TEXTURERECREATIONCALLBACK callback);
// void AddStereoChangedCallback(STEREOCHANGEDCALLBACK callback);
void* v_fn_33_AddStereoChangedCallback;
P_METHOD(void, _33_AddStereoChangedCallback, STEREOCHANGEDCALLBACK callback);
// int32_t RemoveStereoChangeCallback(STEREOCHANGEDCALLBACK callback);
void* v_fn_34_RemoveStereoChangedCallback;
P_METHOD(int32_t, _34_RemoveStereoChangedCallback, STEREOCHANGEDCALLBACK callback);
// void CapsWindowSize(CRect& dst);
void* v_fn_35_CapsWindowSize;
P_METHOD(void, _35_CapsWindowSize, CRect* dst);
// void CapsWindowSizeInScreenCoords(CRect& dst);
void* v_fn_36_CapsWindowSizeInScreenCoords;
P_METHOD(void, _36_CapsWindowSizeInScreenCoords, CRect* dst);
// void LogCrashInfo(char* buffer, uint32_t buffersize);
void* v_fn_37_LogCrashInfo;
P_METHOD(void, _37_LogCrashInfo, char* buffer, uint32_t buffersize);
// void ScenePresent();
void* v_fn_38_ScenePresent;
E_METHOD(void, _38_ScenePresent);
// void SceneClear(uint32_t mask, CImVector color);
void* v_fn_39_SceneClear;
P_METHOD(void, _39_SceneClear, uint32_t mask, CImVector color);
// void XformSetProjection(const C44Matrix& matrix);
void* v_fn_40_XformSetProjection;
P_METHOD(void, _40_XformSetProjection, C44Matrix* matrix);
// void XformSetView(const C44Matrix& matrix);
void* v_fn_41_XformSetView;
P_METHOD(void, _41_XformSetView, C44Matrix* matrix);
// void Draw(CGxBatch* batch, int32_t indexed);
void* v_fn_42_Draw;
P_METHOD(void, _42_Draw, CGxBatch* batch, int32_t indexed);
// void PrimBegin(EGxPrim primType);
void* v_fn_43_PrimBegin;
P_METHOD(void, _43_PrimBegin, EGxPrim primType);
// void PrimDrawElements();
void* v_fn_44_PrimDrawElements;
E_METHOD(void, _44_PrimDrawElements);
// void PrimVertex(const C3Vector& v);
void* v_fn_45_PrimVertex;
P_METHOD(void, _45_PrimVertex, C3Vector* v);
// void PrimTexCoord(uint32_t tmu, const C2Vector& t);
void* v_fn_46_PrimTexCoord;
P_METHOD(void, _46_PrimTexCoord, uint32_t tmu, C2Vector* t);
// void PrimNormal(const C3Vector& n);
void* v_fn_47_PrimNormal;
P_METHOD(void, _47_PrimNormal, C3Vector* n);
// void PrimColor(const CImVector& c);
void* v_fn_48_PrimColor;
P_METHOD(void, _48_PrimColor, CImVector* c);
// void PrimPointSize(float s);
void* v_fn_49_PrimPointSize;
// void PrimeLineWidth(float w);
void* v_fn_50_PrimLineWidth;
P_METHOD(void, _49_PrimPointSize, float s);
// void PrimLineWidth(float w);
P_METHOD(void, _50_PrimLineWidth, float w);
// void MasterEnableSet(EGxMasterEnables state, int32_t enable);
void* v_fn_51_MasterEnableSet;
P_METHOD(void, _51_MasterEnableSet, EGxMasterEnables state, int32_t enable);
// void PoolSizeSet(CGxPool* pool, uint32_t size);
void* v_fn_52_PoolSizeSet;
P_METHOD(void, _52_PoolSizeSet, CGxPool* pool, uint32_t size);
// void PoolDestroy(CGxPool* pool);
void* v_fn_53_PoolDestroy;
P_METHOD(void, _53_PoolDestroy, CGxPool* pool);
// char* BufLock(CGxBuf* buf);
void* v_fn_54_BufLock;
P_METHOD(char*, _54_BufLock, CGxBuf* buf);
// int32_t BufUnlock(CGxBuf* buf, uint32_t size);
void* v_fn_55_BufUnlock;
P_METHOD(int32_t, _55_BufUnlock, CGxBuf* buf, uint32_t size);
// void BufData(CGxBuf* buf, const void* data, uint32_t size, uint32_t offset);
void* v_fn_56_BufData;
P_METHOD(void, _56_BufData, CGxBuf* buf, const void* data, uint32_t size, uint32_t offset);
// int32_t TexCreate(EGxTexTarget target, uint32_t width, uint32_t height, uint32_t depth,
// EGxTexFormat format, EGxTexFormat dataFormat, CGxTexFlags flags, void* userArg, void
// (*userFunc)(EGxTexCommand, uint32_t, uint32_t, uint32_t, uint32_t, void*, uint32_t&, void
// const*&), const char* name, CGxTex*& texId);
void* v_fn_57_TexCreate;
P_METHOD(
int32_t,
_57_TexCreate,
EGxTexTarget target,
uint32_t width,
uint32_t height,
uint32_t depth,
EGxTexFormat format,
EGxTexFormat dataFormat,
CGxTexFlags flags,
void* userArg,
GxTexCallback userFunc,
const char* name,
CGxTex** texId);
// void TexDestroy(CGxTex* texId);
void* v_fn_58_TexDestroy;
P_METHOD(void, _58_TexDestroy, CGxTex* texId);
// int32_t TexCopy(CGxTex* destTex, CGxTex* sourceTex, const C2iVector& pos, const C2iVector&
// size, uint32_t level, uint32_t plane);
void* v_fn_59_TexCopy;
P_METHOD(
int32_t,
_59_TexCopy,
CGxTex* destTex,
CGxTex* sourceTex,
C2iVector* pos,
C2iVector* size,
uint32_t level,
uint32_t plane);
// bool TexStretch(CGxTex* sourceTex, CGxTex* destTex, const CiRect* destRect, const CiRect*
// sourceRect, uint32_t level, uint32_t plane);
void* v_fn_60_TexStretch;
P_METHOD(
bool,
_60_TexStretch,
CGxTex* sourceTex,
CGxTex* destTex,
const CiRect* destRect,
const CiRect* sourceRect,
uint32_t level,
uint32_t plane);
// void TexSetCacheSize(int32_t cacheSize);
void* v_fn_61_TexSetCacheSize;
P_METHOD(void, _61_TexSetCacheSize, int32_t cacheSize);
// void QueryCreate(CGxQuery*& query, EGxQueryType type);
void* v_fn_62_QueryCreate;
P_METHOD(void, _62_QueryCreate, CGxQuery** query, EGxQueryType type);
// void QueryDestroy(CGxQuery*& query);
void* v_fn_63_QueryDestroy;
P_METHOD(void, _63_QueryDestroy, CGxQuery** query);
// bool QueryBegin(CGxQuery* query);
void* v_fn_64_QueryBegin;
P_METHOD(bool, _64_QueryBegin, CGxQuery* query);
// bool QueryEnd(CGxQuery* query);
void* v_fn_65_QueryEnd;
P_METHOD(bool, _65_QueryEnd, CGxQuery* query);
// bool QueryGetParam(CGxQuery* query, EGxQueryParam param, uint32_t* data);
void* v_fn_66_QueryGetParam;
P_METHOD(bool, _66_QueryGetParam, CGxQuery* query, EGxQueryParam param, uint32_t* data);
// bool QueryGetData(CGxQuery* query, uint32_t* data);
void* v_fn_67_QueryGetData;
P_METHOD(bool, _67_QueryGetData, CGxQuery* query, uint32_t* data);
// void ShaderCreate(CGxShader* shaders[], EGxShTarget target, const char* a3, const char* a4,
// int32_t permutations);
void* v_fn_68_ShaderCreate;
P_METHOD(
void,
_68_ShaderCreate,
CGxShader** shaders,
EGxShTarget target,
const char* a3,
const char* a4,
int32_t permutations);
// void ShaderDestroy(CGxShader*& shader);
void* v_fn_69_ShaderDestroy;
P_METHOD(void, _69_ShaderDestroy, CGxShader** shader);
// void ShaderConstantsSet(EGxShTarget target, uint32_t index, const float* constraints,
// uint32_t count);
void* v_fn_70_ShaderConstantsSet;
P_METHOD(
void,
_70_ShaderConstantsSet,
EGxShTarget target,
uint32_t index,
const float* constraints,
uint32_t count);
// void IShaderReload(CGxShader* shader, const char* a2, const char* a3);
void* v_fn_71_IShaderReload;
P_METHOD(void, _71_IShaderReload, CGxShader* shader, const char* a2, const char* a3);
// void IShaderCreate(CGxShader* shader);
void* v_fn_72_IShaderCreate;
P_METHOD(void, _72_IShaderCreate, CGxShader* shader);
// void CursorSetVisible(int32_t visible);
void* v_fn_73_CursorSetVisible;
P_METHOD(void, _73_CursorSetVisible, int32_t visible);
// uint32_t* CursorLock();
void* v_fn_74_CursorLock;
E_METHOD(uint32_t*, _74_CursorLock);
// void CursorUnlock(uint32_t x, uint32_t y);
void* v_fn_75_CursorUnlock;
P_METHOD(void, _75_CursorUnlock, uint32_t x, uint32_t y);
// void StereoSetConvergence(float c);
void* v_fn_76_StereoSetConvergence;
P_METHOD(void, _76_StereoSetConvergence, float c);
// float StereoGetConvergence();
void* v_fn_77_StereoGetConvergence;
E_METHOD(float, _77_StereoGetConvergence);
// void StereoSetSeparation(float s);
void* v_fn_78_StereoSetSeparation;
P_METHOD(void, _78_StereoSetSeparation, float s);
// double StereoGetSeparation();
void* v_fn_79_StereoGetSeparation;
E_METHOD(double, _79_StereoGetSeparation);
// bool StereoEnabled();
void* v_fn_80_StereoEnabled;
E_METHOD(bool, _80_StereoEnabled);
// void DebugGroupBegin(const char* a1, char* a2);
void* v_fn_81_DebugGroupBegin;
P_METHOD(void, _81_DebugGroupBegin, const char* a1, char* a2);
// void DebugGroupEnd();
void* v_fn_82_DebugGroupEnd;
E_METHOD(void, _82_DebugGroupEnd);
// void DebugEvent(const char* a1, char* a2);
void* v_fn_83_DebugEvent;
P_METHOD(void, _83_DebugEvent, const char* a1, char* a2);
};
#undef INTERFACE
// this class is 14692 bytes in size
struct CGxDevice {