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:
Edward R. Gonzalez 2023-09-28 20:22:15 -04:00
parent d76163ae84
commit 2f6e60d472
15 changed files with 187 additions and 126 deletions

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@ -4,32 +4,32 @@
"path": "project/platform/win32_platform.cpp",
"bookmarks": [
{
"line": 57,
"line": 59,
"column": 0,
"label": "Struct Defs"
},
{
"line": 96,
"line": 98,
"column": 0,
"label": "Static Data"
},
{
"line": 629,
"line": 631,
"column": 0,
"label": "Timing"
},
{
"line": 1478,
"line": 1453,
"column": 4,
"label": "Main Loop : Audio Processing"
},
{
"line": 1597,
"line": 1572,
"column": 2,
"label": "Main Loop : Timing Update"
},
{
"line": 1681,
"line": 1656,
"column": 0,
"label": "Main Loop : End"
}

9
.vscode/launch.json vendored
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@ -12,6 +12,15 @@
"args": [],
"cwd": "${workspaceFolder}/data/binaries/",
"visualizerFile": "${workspaceFolder}/scripts/handmade.natvis"
},
{
"type":"cppvsdbg",
"request": "launch",
"name" : "Debug handmade platform gen msvc",
"program": "${workspaceFolder}/build/handmade_platform_gen.exe",
"args": [],
"cwd": "${workspaceFolder}/build",
"visualizerFile": "${workspaceFolder}/scripts/handmade.natvis"
}
]
}

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@ -1,5 +0,0 @@
?on_module_reload@engine@@YAXPEAUMemory@1@PEAUModuleAPI@platform@@@Z
?startup@engine@@YAXPEAUMemory@1@PEAUModuleAPI@platform@@@Z
?shutdown@engine@@YAXPEAUMemory@1@PEAUModuleAPI@platform@@@Z
?update_and_render@engine@@YAXPEAUInputState@1@PEAUOffscreenBuffer@1@PEAUMemory@1@PEAUModuleAPI@platform@@@Z
?update_audio@engine@@YAXPEAUAudioBuffer@1@PEAUMemory@1@PEAUModuleAPI@platform@@@Z

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0
engine_symbol_table.hpp Normal file
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@ -0,0 +1,4 @@
# Project Code Generation
This directory contains metaprograms that generate code for the project.
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;
int gen_main()
{
gen::init();
log_fmt("Generating code for Handmade Hero\n");
log_fmt("Generating code for Handmade Hero: Engine Module\n");
log_fmt("Generaton finished for Handmade Hero\n");
log_fmt("Generaton finished for Handmade Hero: Engine Module\n");
// gen::deinit();
return 0;
}

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@ -0,0 +1,101 @@
#if GEN_TIME
#define GEN_DEFINE_LIBRARY_CODE_CONSTANTS
#define GEN_IMPLEMENTATION
#define GEN_BENCHMARK
#define GEN_ENFORCE_STRONG_CODE_TYPES
#include "dependencies/gen.hpp"
using namespace gen;
#include "platform/platform_engine_api.hpp"
constexpr StrC fname_handmade_engine_symbols = txt("handmade_engine.symbols");
String get_symbol_from_module_table( FileContents symbol_table, u32 symbol_ID )
{
struct Token
{
char const* Ptr;
u32 Len;
};
Token tokens[256] = {};
char const* scanner = rcast( char const*, symbol_table.data );
u32 left = symbol_table.size;
u32 line = 0;
while ( left )
{
if ( *scanner == '\n' || *scanner == '\r' )
{
++ scanner;
-- left;
}
else
{
tokens[line].Ptr = scanner;
while ( left && *scanner != '\r' && *scanner != '\n' )
{
-- left;
++ scanner;
++ tokens[line].Len;
}
if ( line == symbol_ID )
{
String result = String::make_length( GlobalAllocator, tokens[line].Ptr, tokens[line].Len );
return result;
}
++ line;
}
}
return {};
}
int gen_main()
{
gen::init();
log_fmt("Generating code for Handmade Hero: Platfom Module\n");
FileContents symbol_table = file_read_contents( GlobalAllocator, true, fname_handmade_engine_symbols );
#pragma push_macro("str_ascii")
#undef str_ascii
Builder builder = Builder::open( "engine_symbol_table.hpp" );
builder.print( pragma_once );
builder.print( def_include( txt("platform/platform.hpp") ) );
builder.print( fmt_newline );
builder.print_fmt( "NS_ENGINE_BEGIN\n\n" );
StrC symbol_on_module_load = get_symbol_from_module_table( symbol_table, engine::ModuleAPI::Sym_OnModuleReload );
StrC symbol_startup = get_symbol_from_module_table( symbol_table, engine::ModuleAPI::Sym_Startup );
StrC symbol_shutdown = get_symbol_from_module_table( symbol_table, engine::ModuleAPI::Sym_Shutdown );
StrC symbol_update_and_render = get_symbol_from_module_table( symbol_table, engine::ModuleAPI::Sym_UpdateAndRender );
StrC symbol_update_audio = get_symbol_from_module_table( symbol_table, engine::ModuleAPI::Sym_UpdateAudio );
builder.print( parse_variable( token_fmt( "symbol", symbol_on_module_load, stringize(
constexpr const Str symbol_on_module_load = str_ascii("<symbol>");
))));
builder.print( parse_variable( token_fmt( "symbol", symbol_startup, stringize(
constexpr const Str symbol_startup = str_ascii("<symbol>");
))));
builder.print( parse_variable( token_fmt( "symbol", symbol_shutdown, stringize(
constexpr const Str symbol_shutdown = str_ascii("<symbol>");
))));
builder.print( parse_variable( token_fmt( "symbol", symbol_update_and_render, stringize(
constexpr const Str symbol_update_and_render = str_ascii("<symbol>");
))));
builder.print( parse_variable( token_fmt( "symbol", symbol_update_audio, stringize(
constexpr const Str symbol_update_audio = str_ascii("<symbol>");
))));
builder.print_fmt( "\nNS_ENGINE_END" );
builder.print( fmt_newline );
builder.write();
#pragma pop_macro("str_ascii")
log_fmt("Generaton finished for Handmade Hero: Platform Module\n");
// gen::deinit();
return 0;
}
#endif

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@ -23056,7 +23056,7 @@ internal CodeVar parse_variable()
// Ignore const specifiers, they're handled by the type
if ( spec == ESpecifier::Const )
continue;
break;
specs_found[ NumSpecifiers ] = spec;
NumSpecifiers++;

3
project/gen/Readme.md Normal file
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@ -0,0 +1,3 @@
# Universal Generated Code
This is for generated code used for multiple modules.

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@ -0,0 +1,17 @@
#pragma once
#include "platform/platform.hpp"
NS_ENGINE_BEGIN
constexpr
Str const symbol_on_module_load = str_ascii("?on_module_reload@engine@@YAXPEAUMemory@1@PEAUModuleAPI@platform@@@Z");
constexpr
Str const symbol_startup = str_ascii("?startup@engine@@YAXPEAUMemory@1@PEAUModuleAPI@platform@@@Z");
constexpr
Str const symbol_shutdown = str_ascii("?shutdown@engine@@YAXPEAUMemory@1@PEAUModuleAPI@platform@@@Z");
constexpr
Str const symbol_update_and_render = str_ascii("?update_and_render@engine@@YAXPEAUInputState@1@PEAUOffscreenBuffer@1@PEAUMemory@1@PEAUModuleAPI@platform@@@Z");
constexpr
Str const symbol_update_audio = str_ascii("?update_audio@engine@@YAXPEAUAudioBuffer@1@PEAUMemory@1@PEAUModuleAPI@platform@@@Z");
NS_ENGINE_END

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@ -53,51 +53,6 @@ struct File
u32 Size;
};
// TODO(Ed): This also assumes the symbol name is always within size of the provided buffer, needs to fail if not.
// Note: This is a temporary solution until there is more infrastructure for the engine to use.
void get_symbol_from_module_table( File symbol_table, u32 symbol_ID, char* symbol_name )
{
struct Token
{
char const* Ptr;
u32 Len;
};
Token tokens[256] = {};
s32 idx = 0;
char const* scanner = rcast( char const*, symbol_table.Data );
u32 left = symbol_table.Size;
while ( left )
{
if ( *scanner == '\n' || *scanner == '\r' )
{
++ scanner;
-- left;
}
else
{
tokens[idx].Ptr = scanner;
while ( left && *scanner != '\r' && *scanner != '\n' )
{
-- left;
++ scanner;
++ tokens[idx].Len;
}
++ idx;
}
}
Token& token = tokens[symbol_ID];
while ( token.Len -- )
{
*symbol_name = *token.Ptr;
++ symbol_name;
++ token.Ptr;
}
*symbol_name = '\0';
}
#pragma region Settings Exposure
// Exposing specific properties for user configuration in settings

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@ -26,6 +26,8 @@
#include "engine/engine.hpp"
#include "platform_engine_api.hpp"
#include "gen/engine_symbol_table.hpp"
#if 1
// TODO(Ed): Redo these macros properly later.
@ -1086,39 +1088,12 @@ engine::ModuleAPI load_engine_module_api()
return {};
}
constexpr Str fname_handmade_engine_symbols = str_ascii("handmade_engine.symbols");
StrFixed< S16_MAX > path_handmade_engine_symbols { 0, {} };
path_handmade_engine_symbols.concat( Path_Binaries, fname_handmade_engine_symbols );
File symbol_table {};
symbol_table.Path = path_handmade_engine_symbols;
if ( file_read_content( & symbol_table ), symbol_table.Size == 0 )
{
fatal( "Failed to load symbol table for handmade engine module!" );
return {};
}
// TODO(Ed) : Clean this up later when Casey makes strings. (If he doesn't we'll do it)
char symbol_on_module_reload[256];
char symboL_startup[256];
char symboL_shutdown[256];
char symboL_update_and_render[256];
char symbol_update_audio[256];
get_symbol_from_module_table( symbol_table, ModuleAPI::Sym_OnModuleReload, symbol_on_module_reload );
get_symbol_from_module_table( symbol_table, ModuleAPI::Sym_Startup, symboL_startup );
get_symbol_from_module_table( symbol_table, ModuleAPI::Sym_Shutdown, symboL_shutdown );
get_symbol_from_module_table( symbol_table, ModuleAPI::Sym_UpdateAndRender, symboL_update_and_render );
get_symbol_from_module_table( symbol_table, ModuleAPI::Sym_UpdateAudio, symbol_update_audio );
file_close( & symbol_table );
engine::ModuleAPI engine_api {};
engine_api.on_module_reload = get_procedure_from_library< engine::OnModuleRelaodFn > ( Lib_Handmade_Engine, symbol_on_module_reload );
engine_api.startup = get_procedure_from_library< engine::StartupFn > ( Lib_Handmade_Engine, symboL_startup );
engine_api.shutdown = get_procedure_from_library< engine::ShutdownFn > ( Lib_Handmade_Engine, symboL_shutdown );
engine_api.update_and_render = get_procedure_from_library< engine::UpdateAndRenderFn >( Lib_Handmade_Engine, symboL_update_and_render );
engine_api.update_audio = get_procedure_from_library< engine::UpdateAudioFn > ( Lib_Handmade_Engine, symbol_update_audio );
engine_api.on_module_reload = get_procedure_from_library< engine::OnModuleRelaodFn > ( Lib_Handmade_Engine, engine::symbol_on_module_load );
engine_api.startup = get_procedure_from_library< engine::StartupFn > ( Lib_Handmade_Engine, engine::symbol_startup );
engine_api.shutdown = get_procedure_from_library< engine::ShutdownFn > ( Lib_Handmade_Engine, engine::symbol_shutdown );
engine_api.update_and_render = get_procedure_from_library< engine::UpdateAndRenderFn >( Lib_Handmade_Engine, engine::symbol_update_and_render );
engine_api.update_audio = get_procedure_from_library< engine::UpdateAudioFn > ( Lib_Handmade_Engine, engine::symbol_update_audio );
engine_api.IsValid =
engine_api.on_module_reload

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@ -3,6 +3,7 @@ Clear-Host
$target_arch = Join-Path $PSScriptRoot 'helpers/target_arch.psm1'
$devshell = Join-Path $PSScriptRoot 'helpers/devshell.ps1'
$path_root = git rev-parse --show-toplevel
$path_build = Join-Path $path_root 'build'
Import-Module $target_arch
@ -196,6 +197,8 @@ if ( $vendor -match "clang" )
$object = $unit -replace '\.cpp', '.obj'
$map = $unit -replace '\.cpp', '.map'
$object = join-path $path_build (split-path $object -Leaf)
$map = join-path $path_build (split-path $map -Leaf)
# The PDB file has to also be time-stamped so that we can reload the DLL at runtime
$timestamp = Get-Date -Format "yyyy-MM-dd_HH-mm-ss"
@ -315,8 +318,8 @@ if ( $vendor -match "msvc" )
$object = $unit -replace '\.(cpp)$', '.obj'
$map = $unit -replace '\.(cpp)$', '.map'
$object = $object -replace '\bproject\b', 'build'
$map = $map -replace '\bproject\b', 'build'
$object = join-path $path_build (split-path $object -Leaf)
$map = join-path $path_build (split-path $map -Leaf)
# The PDB file has to also be time-stamped so that we can reload the DLL at runtime
$timestamp = Get-Date -Format "yyyy-MM-dd_HH-mm-ss"
@ -391,10 +394,10 @@ if ( $vendor -match "msvc" )
#region Building
$path_project = Join-Path $path_root 'project'
$path_build = Join-Path $path_root 'build'
$path_data = Join-Path $path_root 'data'
$path_binaries = Join-Path $path_data 'binaries'
$path_deps = Join-Path $path_project 'dependencies'
$path_codegen = Join-Path $path_project 'codegen'
$path_gen = Join-Path $path_project 'gen'
$path_platform = Join-Path $path_project 'platform'
$path_engine = Join-Path $path_project 'engine'
@ -413,36 +416,6 @@ if ( (Test-Path $path_binaries) -eq $false ) {
New-Item $path_binaries -ItemType Directory
}
#region Handmade Generate
if ( $false ) {
$includes = @(
$path_project,
$path_gen,
# $path_deps,
$path_platform
)
$compiler_args = @()
$compiler_args += ( $flag_define + 'GEN_TIME' )
$linker_args = @(
$flag_link_win_subsystem_console
)
$unit = Join-Path $path_gen 'handmade_gen.cpp'
$executable = Join-Path $path_build 'handmade_gen.exe'
build-simple $includes $compiler_args $linker_args $unit $executable
write-host
& $executable
write-host
if ( $false ) {
Remove-Item (Get-ChildItem -Path $path_build -Recurse -Force)
}
}
#endregion Handmade Generate
#region Handmade Runtime
$includes = @(
$path_project
@ -576,7 +549,7 @@ if ( $engine )
}
# Write the symbol table to a file
$path_engine_symbols = Join-Path $path_binaries 'handmade_engine.symbols'
$path_engine_symbols = Join-Path $path_build 'handmade_engine.symbols'
$engine_symbols.Values | Out-File -Path $path_engine_symbols
}
@ -585,6 +558,32 @@ if ( $engine )
if ( $platform )
{
#region CodeGen
if ( $true ) {
$engine_codegen_compiler_args = @()
$engine_codegen_compiler_args += ( $flag_define + 'GEN_TIME' )
$engine_codegen_linker_args = @(
$flag_link_win_subsystem_console
)
$unit = Join-Path $path_codegen 'handmade_platform_gen.cpp'
$executable = Join-Path $path_build 'handmade_platform_gen.exe'
build-simple $includes $engine_codegen_compiler_args $engine_codegen_linker_args $unit $executable
write-host
Push-Location $path_build
& $executable
Pop-Location
write-host
$path_generated_file = Join-Path $path_build 'engine_symbol_table.hpp'
move-item $path_generated_file (join-path $path_gen (split-path $path_generated_file -leaf)) -Force
}
#endregion CodeGen
# Delete old PDBs
$pdb_files = Get-ChildItem -Path $path_binaries -Filter "handmade_win32_*.pdb"
foreach ($file in $pdb_files) {
@ -604,7 +603,7 @@ if ( $platform )
$lib_jsl,
$flag_link_win_subsystem_windows
# $flag_link_optimize_references
$flag_link_optimize_references
)
$unit = Join-Path $path_project 'handmade_win32.cpp'

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@ -13,3 +13,4 @@ if ( Test-Path $path_build ) {
if ( Test-Path $path_binaries ) {
Remove-Item -verbose $path_binaries -Recurse
}