mirror of
https://github.com/Ed94/HandmadeHero.git
synced 2025-06-16 03:31:49 -07:00
symbols for engine module are now generated into a header
Started to to use gencpp to codegen. Now instead of loading the symbol table file made by the build script I can just have it get directly compiled.
This commit is contained in:
4
project/codegen/Readme.md
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4
project/codegen/Readme.md
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@ -0,0 +1,4 @@
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# Project Code Generation
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This directory contains metaprograms that generate code for the project.
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Any code generated will be put into `*.gen.cpp` files within a gen folder for the respective module the metaprogram is generating for.
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@ -9,9 +9,11 @@ using namespace gen;
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int gen_main()
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{
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gen::init();
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log_fmt("Generating code for Handmade Hero\n");
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log_fmt("Generating code for Handmade Hero: Engine Module\n");
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log_fmt("Generaton finished for Handmade Hero\n");
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log_fmt("Generaton finished for Handmade Hero: Engine Module\n");
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// gen::deinit();
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return 0;
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}
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101
project/codegen/handmade_platform_gen.cpp
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project/codegen/handmade_platform_gen.cpp
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@ -0,0 +1,101 @@
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#if GEN_TIME
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#define GEN_DEFINE_LIBRARY_CODE_CONSTANTS
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#define GEN_IMPLEMENTATION
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#define GEN_BENCHMARK
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#define GEN_ENFORCE_STRONG_CODE_TYPES
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#include "dependencies/gen.hpp"
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using namespace gen;
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#include "platform/platform_engine_api.hpp"
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constexpr StrC fname_handmade_engine_symbols = txt("handmade_engine.symbols");
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String get_symbol_from_module_table( FileContents symbol_table, u32 symbol_ID )
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{
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struct Token
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{
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char const* Ptr;
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u32 Len;
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};
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Token tokens[256] = {};
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char const* scanner = rcast( char const*, symbol_table.data );
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u32 left = symbol_table.size;
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u32 line = 0;
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while ( left )
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{
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if ( *scanner == '\n' || *scanner == '\r' )
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{
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++ scanner;
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-- left;
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}
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else
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{
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tokens[line].Ptr = scanner;
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while ( left && *scanner != '\r' && *scanner != '\n' )
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{
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-- left;
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++ scanner;
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++ tokens[line].Len;
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}
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if ( line == symbol_ID )
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{
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String result = String::make_length( GlobalAllocator, tokens[line].Ptr, tokens[line].Len );
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return result;
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}
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++ line;
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}
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}
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return {};
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}
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int gen_main()
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{
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gen::init();
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log_fmt("Generating code for Handmade Hero: Platfom Module\n");
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FileContents symbol_table = file_read_contents( GlobalAllocator, true, fname_handmade_engine_symbols );
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#pragma push_macro("str_ascii")
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#undef str_ascii
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Builder builder = Builder::open( "engine_symbol_table.hpp" );
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builder.print( pragma_once );
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builder.print( def_include( txt("platform/platform.hpp") ) );
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builder.print( fmt_newline );
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builder.print_fmt( "NS_ENGINE_BEGIN\n\n" );
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StrC symbol_on_module_load = get_symbol_from_module_table( symbol_table, engine::ModuleAPI::Sym_OnModuleReload );
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StrC symbol_startup = get_symbol_from_module_table( symbol_table, engine::ModuleAPI::Sym_Startup );
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StrC symbol_shutdown = get_symbol_from_module_table( symbol_table, engine::ModuleAPI::Sym_Shutdown );
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StrC symbol_update_and_render = get_symbol_from_module_table( symbol_table, engine::ModuleAPI::Sym_UpdateAndRender );
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StrC symbol_update_audio = get_symbol_from_module_table( symbol_table, engine::ModuleAPI::Sym_UpdateAudio );
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builder.print( parse_variable( token_fmt( "symbol", symbol_on_module_load, stringize(
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constexpr const Str symbol_on_module_load = str_ascii("<symbol>");
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))));
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builder.print( parse_variable( token_fmt( "symbol", symbol_startup, stringize(
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constexpr const Str symbol_startup = str_ascii("<symbol>");
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))));
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builder.print( parse_variable( token_fmt( "symbol", symbol_shutdown, stringize(
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constexpr const Str symbol_shutdown = str_ascii("<symbol>");
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))));
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builder.print( parse_variable( token_fmt( "symbol", symbol_update_and_render, stringize(
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constexpr const Str symbol_update_and_render = str_ascii("<symbol>");
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))));
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builder.print( parse_variable( token_fmt( "symbol", symbol_update_audio, stringize(
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constexpr const Str symbol_update_audio = str_ascii("<symbol>");
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))));
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builder.print_fmt( "\nNS_ENGINE_END" );
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builder.print( fmt_newline );
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builder.write();
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#pragma pop_macro("str_ascii")
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log_fmt("Generaton finished for Handmade Hero: Platform Module\n");
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// gen::deinit();
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return 0;
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}
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#endif
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@ -23056,7 +23056,7 @@ internal CodeVar parse_variable()
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// Ignore const specifiers, they're handled by the type
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if ( spec == ESpecifier::Const )
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continue;
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break;
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specs_found[ NumSpecifiers ] = spec;
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NumSpecifiers++;
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3
project/gen/Readme.md
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3
project/gen/Readme.md
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@ -0,0 +1,3 @@
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# Universal Generated Code
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This is for generated code used for multiple modules.
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17
project/gen/engine_symbol_table.hpp
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project/gen/engine_symbol_table.hpp
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#pragma once
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#include "platform/platform.hpp"
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NS_ENGINE_BEGIN
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constexpr
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Str const symbol_on_module_load = str_ascii("?on_module_reload@engine@@YAXPEAUMemory@1@PEAUModuleAPI@platform@@@Z");
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constexpr
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Str const symbol_startup = str_ascii("?startup@engine@@YAXPEAUMemory@1@PEAUModuleAPI@platform@@@Z");
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constexpr
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Str const symbol_shutdown = str_ascii("?shutdown@engine@@YAXPEAUMemory@1@PEAUModuleAPI@platform@@@Z");
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constexpr
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Str const symbol_update_and_render = str_ascii("?update_and_render@engine@@YAXPEAUInputState@1@PEAUOffscreenBuffer@1@PEAUMemory@1@PEAUModuleAPI@platform@@@Z");
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constexpr
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Str const symbol_update_audio = str_ascii("?update_audio@engine@@YAXPEAUAudioBuffer@1@PEAUMemory@1@PEAUModuleAPI@platform@@@Z");
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NS_ENGINE_END
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@ -53,51 +53,6 @@ struct File
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u32 Size;
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};
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// TODO(Ed): This also assumes the symbol name is always within size of the provided buffer, needs to fail if not.
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// Note: This is a temporary solution until there is more infrastructure for the engine to use.
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void get_symbol_from_module_table( File symbol_table, u32 symbol_ID, char* symbol_name )
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{
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struct Token
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{
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char const* Ptr;
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u32 Len;
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};
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Token tokens[256] = {};
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s32 idx = 0;
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char const* scanner = rcast( char const*, symbol_table.Data );
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u32 left = symbol_table.Size;
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while ( left )
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{
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if ( *scanner == '\n' || *scanner == '\r' )
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{
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++ scanner;
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-- left;
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}
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else
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{
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tokens[idx].Ptr = scanner;
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while ( left && *scanner != '\r' && *scanner != '\n' )
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{
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-- left;
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++ scanner;
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++ tokens[idx].Len;
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}
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++ idx;
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}
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}
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Token& token = tokens[symbol_ID];
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while ( token.Len -- )
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{
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*symbol_name = *token.Ptr;
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++ symbol_name;
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++ token.Ptr;
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}
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*symbol_name = '\0';
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}
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#pragma region Settings Exposure
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// Exposing specific properties for user configuration in settings
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@ -26,6 +26,8 @@
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#include "engine/engine.hpp"
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#include "platform_engine_api.hpp"
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#include "gen/engine_symbol_table.hpp"
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#if 1
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// TODO(Ed): Redo these macros properly later.
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@ -1086,39 +1088,12 @@ engine::ModuleAPI load_engine_module_api()
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return {};
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}
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constexpr Str fname_handmade_engine_symbols = str_ascii("handmade_engine.symbols");
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StrFixed< S16_MAX > path_handmade_engine_symbols { 0, {} };
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path_handmade_engine_symbols.concat( Path_Binaries, fname_handmade_engine_symbols );
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File symbol_table {};
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symbol_table.Path = path_handmade_engine_symbols;
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if ( file_read_content( & symbol_table ), symbol_table.Size == 0 )
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{
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fatal( "Failed to load symbol table for handmade engine module!" );
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return {};
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}
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// TODO(Ed) : Clean this up later when Casey makes strings. (If he doesn't we'll do it)
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char symbol_on_module_reload[256];
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char symboL_startup[256];
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char symboL_shutdown[256];
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char symboL_update_and_render[256];
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char symbol_update_audio[256];
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get_symbol_from_module_table( symbol_table, ModuleAPI::Sym_OnModuleReload, symbol_on_module_reload );
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get_symbol_from_module_table( symbol_table, ModuleAPI::Sym_Startup, symboL_startup );
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get_symbol_from_module_table( symbol_table, ModuleAPI::Sym_Shutdown, symboL_shutdown );
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get_symbol_from_module_table( symbol_table, ModuleAPI::Sym_UpdateAndRender, symboL_update_and_render );
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get_symbol_from_module_table( symbol_table, ModuleAPI::Sym_UpdateAudio, symbol_update_audio );
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file_close( & symbol_table );
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engine::ModuleAPI engine_api {};
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engine_api.on_module_reload = get_procedure_from_library< engine::OnModuleRelaodFn > ( Lib_Handmade_Engine, symbol_on_module_reload );
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engine_api.startup = get_procedure_from_library< engine::StartupFn > ( Lib_Handmade_Engine, symboL_startup );
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engine_api.shutdown = get_procedure_from_library< engine::ShutdownFn > ( Lib_Handmade_Engine, symboL_shutdown );
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engine_api.update_and_render = get_procedure_from_library< engine::UpdateAndRenderFn >( Lib_Handmade_Engine, symboL_update_and_render );
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engine_api.update_audio = get_procedure_from_library< engine::UpdateAudioFn > ( Lib_Handmade_Engine, symbol_update_audio );
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engine_api.on_module_reload = get_procedure_from_library< engine::OnModuleRelaodFn > ( Lib_Handmade_Engine, engine::symbol_on_module_load );
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engine_api.startup = get_procedure_from_library< engine::StartupFn > ( Lib_Handmade_Engine, engine::symbol_startup );
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engine_api.shutdown = get_procedure_from_library< engine::ShutdownFn > ( Lib_Handmade_Engine, engine::symbol_shutdown );
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engine_api.update_and_render = get_procedure_from_library< engine::UpdateAndRenderFn >( Lib_Handmade_Engine, engine::symbol_update_and_render );
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engine_api.update_audio = get_procedure_from_library< engine::UpdateAudioFn > ( Lib_Handmade_Engine, engine::symbol_update_audio );
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engine_api.IsValid =
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engine_api.on_module_reload
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