Day 21 complete

This commit is contained in:
2023-09-26 17:26:35 -04:00
parent 1c3cf08687
commit 9220550dd4
22 changed files with 640 additions and 254 deletions

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@ -61,6 +61,12 @@
# define assert( expression )
#endif
#ifdef COMPILER_CLANG
# define compiler_decorated_func_name __PRETTY_NAME__
#elif defined(COMPILER_MSVC)
# define compiler_decorated_func_name __FUNCDNAME__
#endif
// TODO(Ed) : Add this sauce later
#if 0
#define congrats( message )

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@ -32,7 +32,11 @@
NS_PLATFORM_BEGIN
#if Build_Debug
// On-Demand platform interface.
// Everything exposed here should be based on a feature a game may want to provide a user
// (Example: Letting the user change the refresh-rate of the monitor or the engine's target frame-rate)
#if Build_Development
/*
IMPORTANT : These are not for shipping code - they are blocking and the write isn't protected.
*/
@ -44,34 +48,42 @@ struct Debug_FileContent
char _PAD_[4];
};
void debug_file_free_content ( Debug_FileContent* file_content );
Debug_FileContent debug_file_read_content ( char const* file_path );
b32 debug_file_write_content( char const* file_path, u32 content_size, void* content_memory );
// Allows the engine or game to pause the renderering of any next frames.
// ( Prevents blipping of the black buffer )
void set_pause_rendering( b32 value );
using DebugFileFreeContentFn = void ( Debug_FileContent* file_content );
using DebugFileReadContentFn = Debug_FileContent ( char const* file_path );
using DebugFileWriteContentFn = b32 ( char const* file_path, u32 content_size, void* content_memory );
using DebugSetPauseRenderingFn = void (b32 value);
#endif
// On-Demand platform interface.
// Everything exposed here should be based on a feature a game may want to provide a user
// (Example: Letting the user change the refresh-rate of the monitor or the engine's target frame-rate)
// TODO(Ed) : Implement this later when settings UI is setup.
#pragma region Settings Exposure
// Exposing specific properties for user configuration in settings
// Returns the current monitor refresh rate.
u32 get_monitor_refresh_rate();
using GetMonitorRefreshRateFn = u32();
// Sets the monitor refresh rate
// Must be of the compatiable listing for the monitor the window surface is presenting to.
void set_monitor_refresh_rate( u32 rate_in_hz );
// Must be of the compatiable listing for the monitor the window surface is presenting to
using SetMonitorRefreshRateFn = void ( u32 rate_in_hz );
u32 get_engine_frame_target();
using GetEngineFrameTargetFn = u32 ();
using SetEngineFrameTargetFn = void ( u32 rate_in_hz );
void set_engine_frame_target( u32 rate_in_hz );
struct ModuleAPI
{
#if Build_Development
DebugFileFreeContentFn* debug_file_free_content;
DebugFileReadContentFn* debug_file_read_content;
DebugFileWriteContentFn* debug_file_write_content;
DebugSetPauseRenderingFn* debug_set_pause_rendering;
#endif
GetMonitorRefreshRateFn* get_monitor_refresh_rate;
SetMonitorRefreshRateFn* set_monitor_refresh_rate;
GetEngineFrameTargetFn* get_engine_frame_target;
SetEngineFrameTargetFn* set_engine_frame_target;
};
#pragma endregion Settings Exposure

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@ -2,20 +2,47 @@
This represents the API only accessible to the platform layer to fullfill for the engine layer.
*/
#pragma once
#include "engine.hpp"
#include "engine/engine.hpp"
#ifndef Engine_API
# define Engine_API
#endif
NS_ENGINE_BEGIN
void startup();
void shutdown();
using OnModuleRelaodFn = void( Memory* memory, platform::ModuleAPI* platform_api );
using StartupFn = void( Memory* memory, platform::ModuleAPI* platform_api );
using ShutdownFn = void( Memory* memory, platform::ModuleAPI* platform_api );
// Needs a contextual reference to four things:
// Timing, Input, Bitmap Buffer
void update_and_render( InputState* input, OffscreenBuffer* back_buffer, Memory* memory );
using UpdateAndRenderFn = void ( InputState* input, OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI* platform_api );
// Audio timing is complicated, processing samples must be done at a different period from the rest of the engine's usual update.
// IMPORTANT: This has very tight timing, and cannot be more than a millisecond in execution.
// TODO(Ed) : Reduce timing pressure on performance by measuring it or pinging its time.
void update_audio( AudioBuffer* audio_buffer, Memory* memory );
using UpdateAudioFn = void ( AudioBuffer* audio_buffer, Memory* memory, platform::ModuleAPI* platform_api );
struct ModuleAPI
{
enum : u32
{
Sym_OnModuleReload,
Sym_Startup,
Sym_Shutdown,
Sym_UpdateAndRender,
Sym_UpdateAudio,
};
OnModuleRelaodFn* on_module_reload;
StartupFn* startup;
ShutdownFn* shutdown;
UpdateAndRenderFn* update_and_render;
UpdateAudioFn* update_audio;
b32 IsValid;
char _PAD_[4];
};
NS_ENGINE_END

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@ -0,0 +1,3 @@
/*
This represents the API only accessible to the platform layer to fullfill for the game layer.
*/

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@ -113,6 +113,14 @@ enum XI_State : DWORD
XI_PluggedIn = ERROR_SUCCESS,
};
template< typename ProcSignature >
ProcSignature* get_procedure_from_library( HMODULE library_module, char const* symbol )
{
void* address = rcast( void*, GetProcAddress( library_module, symbol ) );
return rcast( ProcSignature*, address );
}
#pragma region XInput
WIN_LIB_API DWORD WINAPI XInputGetState
(
@ -151,11 +159,14 @@ xinput_load_library_bindings()
{
HMODULE xinput_lib = LoadLibraryA( XINPUT_DLL_A );
#pragma warning( push )
#pragma warning( disable: 4191 )
xinput_get_state = rcast( XInputGetStateFn*, GetProcAddress( xinput_lib, "XInputGetState" ));
xinput_set_state = rcast( XInputSetStateFn*, GetProcAddress( xinput_lib, "XInputSetState" ));
#pragma warning( pop )
XInputGetStateFn* get_state = get_procedure_from_library< XInputGetStateFn >( xinput_lib, "XInputGetState" );
XInputSetStateFn* set_state = get_procedure_from_library< XInputSetStateFn >( xinput_lib, "XInputSetState" );
if ( get_state )
xinput_get_state = get_state;
if ( set_state )
xinput_set_state = set_state;
}
#pragma endregion XInput

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@ -23,7 +23,7 @@
#include "win32.hpp"
// Engine layer headers
#include "engine.hpp"
#include "engine/engine.hpp"
#include "platform_engine_api.hpp"
// Standard-Library stand-ins
@ -216,7 +216,7 @@ b32 debug_file_write_content( char const* file_path, u32 content_size, void* con
return true;
}
void set_pause_rendering( b32 value )
void debug_set_pause_rendering( b32 value )
{
Pause_Rendering = value;
}
@ -425,15 +425,12 @@ init_sound(HWND window_handle, DirectSoundBuffer* sound_buffer )
}
// Get direct sound object
#pragma warning( push )
#pragma warning( disable: 4191 )
direct_sound_create = rcast( DirectSoundCreateFn*, GetProcAddress( sound_library, "DirectSoundCreate" ));
direct_sound_create = get_procedure_from_library< DirectSoundCreateFn >( sound_library, "DirectSoundCreate" );
if ( ! ensure( direct_sound_create, "Failed to get direct_sound_create_procedure" ) )
{
// TOOD : Diagnostic
return;
}
#pragma warning( pop )
LPDIRECTSOUND direct_sound;
if ( ! SUCCEEDED(direct_sound_create( 0, & direct_sound, 0 )) )
@ -751,6 +748,131 @@ process_pending_window_messages( engine::KeyboardState* keyboard )
}
}
}
#pragma region Platfom API
u32 get_monitor_refresh_rate();
#pragma endregion Platform API
// TODO(Ed): This also assumes the symbol name is always within size of the provided buffer, needs to fail if not.
void get_symbol_from_module_table( Debug_FileContent symbol_table, u32 symbol_ID, char* symbol_name )
{
struct Token
{
char const* Ptr;
u32 Len;
char _PAD_[4];
};
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';
}
// Right now they are just the data directory
#define Path_To_Symbol_Tables
global HMODULE Lib_Handmade_Engine = nullptr;
engine::ModuleAPI load_engine_module_api()
{
using ModuleAPI = engine::ModuleAPI;
// TODO(Ed) : Need proper paything to the dll (not assume is in the base directory).
CopyFileA( "handmade_engine.dll", "handmade_engine_temp.dll", FALSE );
// Engine
Lib_Handmade_Engine = LoadLibraryA( "handmade_engine_temp.dll" );
if ( ! Lib_Handmade_Engine )
{
return {};
}
constexpr char const*
handmade_engine_symbols = Path_To_Symbol_Tables "handmade_engine.symbols";
Debug_FileContent symbol_table = debug_file_read_content( handmade_engine_symbols );
if ( symbol_table.Size == 0 )
{
fatal( "Failed to laod 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 );
debug_file_free_content( & 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.IsValid =
engine_api.on_module_reload
&& engine_api.startup
&& engine_api.shutdown
&& engine_api.update_and_render
&& engine_api.update_audio;
if ( engine_api.IsValid )
{
OutputDebugStringA( "Loaded engine module API\n" );
}
return engine_api;
}
void unload_engine_module_api( engine::ModuleAPI* engine_api )
{
if ( engine_api->IsValid )
{
FreeLibrary( Lib_Handmade_Engine );
*engine_api = {};
OutputDebugStringA( "Unloaded engine module API\n" );
}
}
NS_PLATFORM_END
int CALLBACK
@ -774,6 +896,22 @@ WinMain( HINSTANCE instance, HINSTANCE prev_instance, LPSTR commandline, int sho
QueryPerformanceFrequency( rcast(LARGE_INTEGER*, & Performance_Counter_Frequency) );
// Prepare platform API
ModuleAPI platform_api {};
{
#if Build_Development
platform_api.debug_file_free_content = & debug_file_free_content;
platform_api.debug_file_read_content = & debug_file_read_content;
platform_api.debug_file_write_content = & debug_file_write_content;
platform_api.debug_set_pause_rendering = & debug_set_pause_rendering;
#endif
platform_api.get_monitor_refresh_rate = nullptr;
platform_api.set_monitor_refresh_rate = nullptr;
platform_api.get_engine_frame_target = nullptr;
platform_api.set_engine_frame_target = nullptr;
}
// Memory
engine::Memory engine_memory {};
{
@ -802,6 +940,9 @@ WinMain( HINSTANCE instance, HINSTANCE prev_instance, LPSTR commandline, int sho
}
}
// Load engine module
engine::ModuleAPI engine_api = load_engine_module_api();
WNDCLASSW window_class {};
HWND window_handle = nullptr;
{
@ -935,6 +1076,8 @@ WinMain( HINSTANCE instance, HINSTANCE prev_instance, LPSTR commandline, int sho
}
}
engine_api.startup( & engine_memory, & platform_api );
u64 last_frame_clock = timing_get_wall_clock();
u64 last_frame_cycle = __rdtsc();
u64 flip_wall_clock = last_frame_clock;
@ -942,8 +1085,14 @@ WinMain( HINSTANCE instance, HINSTANCE prev_instance, LPSTR commandline, int sho
#if Build_Development
u64 startup_cycles = last_frame_cycle - launch_cycle;
f32 startup_ms = timing_get_ms_elapsed( launch_clock, last_frame_clock );
char text_buffer[256];
sprintf_s( text_buffer, sizeof(text_buffer), "Startup MS: %f\n", startup_ms );
OutputDebugStringA( text_buffer );
#endif
u64 module_reload_counter = 0;
Running = true;
#if 0
// This tests the play & write cursor update frequency.
@ -960,6 +1109,14 @@ WinMain( HINSTANCE instance, HINSTANCE prev_instance, LPSTR commandline, int sho
#endif
while( Running )
{
if ( module_reload_counter > 120 )
{
unload_engine_module_api( & engine_api );
engine_api = load_engine_module_api();
module_reload_counter = 0;
}
++ module_reload_counter;
process_pending_window_messages( new_keyboard );
// TODO(Ed): Offload polling to these functions later.
@ -1107,7 +1264,7 @@ WinMain( HINSTANCE instance, HINSTANCE prev_instance, LPSTR commandline, int sho
}
// Engine's logical iteration and rendering process
engine::update_and_render( & input, rcast(engine::OffscreenBuffer*, & Surface_Back_Buffer.Memory), & engine_memory );
engine_api.update_and_render( & input, rcast(engine::OffscreenBuffer*, & Surface_Back_Buffer.Memory), & engine_memory, & platform_api );
u64 audio_frame_start = timing_get_wall_clock();
f32 flip_to_audio_ms = timing_get_ms_elapsed( flip_wall_clock, audio_frame_start );
@ -1194,7 +1351,7 @@ WinMain( HINSTANCE instance, HINSTANCE prev_instance, LPSTR commandline, int sho
sound_buffer.RunningSampleIndex = ds_sound_buffer.RunningSampleIndex;
sound_buffer.SamplesPerSecond = ds_sound_buffer.SamplesPerSecond;
sound_buffer.Samples = ds_sound_buffer.Samples;
engine::update_audio( & sound_buffer, & engine_memory );
engine_api.update_audio( & sound_buffer, & engine_memory, & platform_api );
DebugTimeMarker* marker = & debug_markers[ debug_marker_index ];
marker->OutputPlayCusror = ds_play_cursor;
@ -1331,7 +1488,7 @@ WinMain( HINSTANCE instance, HINSTANCE prev_instance, LPSTR commandline, int sho
#endif
}
engine::shutdown();
engine_api.shutdown( & engine_memory, & platform_api );
if ( jsl_num_devices > 0 )
{