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https://github.com/Ed94/HandmadeHero.git
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Day 12 complete
This commit is contained in:
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9831c46739
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@ -2,3 +2,11 @@
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Architecture discussion was great. Did some diagramming of it.
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I'm going to use a 3 layer approach to the architecture:
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* Platform
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* Engine
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* Game (Handmade)
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It will be style 2 so they each will provide a service to the layer below it and platform will provide an API to both engine and game.
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13
docs/Day 012.md
Normal file
13
docs/Day 012.md
Normal file
@ -0,0 +1,13 @@
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# Day 12
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This day was a mess to follow along.
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> Always write the usage code first if you can, when designing something like an API.
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Casey decided to do some heavy hits the audio (makes sense) due to the use of DirectSound.
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I'm going to preserve his implmentation as is for the most part since I rather keep things simple so that this project actually gets done.
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> Only introduce added complexity when you need it.
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There are two reasons you allow for a more complex interface, you ***NEED*** the feature. It actually is required for the project to have for the UX to preserve the user-level features. Or, there is a performance bottleneck that you need to address.
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@ -291,7 +291,8 @@ int JslConnectDevices()
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cur_dev->product_id == DS4_USB_V2 ||
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cur_dev->product_id == DS4_USB_DONGLE ||
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cur_dev->product_id == DS4_BT ||
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cur_dev->product_id == DS_USB;
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cur_dev->product_id == DS_USB ||
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cur_dev->product_id == DS_USB_V2;
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break;
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case BROOK_DS4_VENDOR:
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isSupported = cur_dev->product_id == BROOK_DS4_USB;
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@ -2,6 +2,49 @@
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NS_ENGINE_BEGIN
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using GetSoundSampleValueFn = s16( SoundBuffer* sound_buffer );
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global s32 SoundWavePeriod = 250;
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internal s16
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square_wave_sample_value( SoundBuffer* sound_buffer )
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{
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s16 sample_value = (sound_buffer->RunningSampleIndex / (sound_buffer->WavePeriod /2)) % 2 ?
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sound_buffer->ToneVolume : - sound_buffer->ToneVolume;
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return sample_value;
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}
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internal s16
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sine_wave_sample_value( SoundBuffer* sound_buffer )
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{
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local_persist f32 time = 0.f;
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f32 sine_value = sinf( time );
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s16 sample_value = scast(u16, sine_value * sound_buffer->ToneVolume);
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time += TAU * 1.0f / scast(f32, sound_buffer->WavePeriod );
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return sample_value;
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}
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internal void
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output_sound( SoundBuffer* sound_buffer, GetSoundSampleValueFn* get_sample_value )
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{
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s16* sample_out = sound_buffer->Samples;
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for ( u32 sample_index = 0; sample_index < sound_buffer->NumSamples; ++ sample_index )
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{
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s16 sample_value = get_sample_value( sound_buffer );
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++ sound_buffer->RunningSampleIndex;
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*sample_out = sample_value;
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++ sample_out;
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*sample_out = sample_value;
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++ sample_out;
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}
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}
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internal void
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render_weird_graident(OffscreenBuffer* buffer, u32 x_offset, u32 y_offset )
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{
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@ -50,11 +93,14 @@ render_weird_graident(OffscreenBuffer* buffer, u32 x_offset, u32 y_offset )
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}
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internal
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void update_and_render( OffscreenBuffer* back_buffer
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void update_and_render( OffscreenBuffer* back_buffer, SoundBuffer* sound_buffer
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// Temp (for feature parity)
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, u32 x_offset, u32 y_offset
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)
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{
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// TODO(Ed) : Allow sample offsets here for more robust platform options
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output_sound( sound_buffer, square_wave_sample_value );
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render_weird_graident( back_buffer, x_offset, y_offset );
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}
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@ -20,9 +20,20 @@ struct OffscreenBuffer
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u32 BytesPerPixel;
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};
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struct SoundBuffer
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{
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s16* Samples;
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u32 RunningSampleIndex;
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s32 SamplesPerSecond;
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s32 NumSamples;
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s32 ToneVolume;
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s32 WaveToneHz;
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s32 WavePeriod;
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};
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// Needs a contextual reference to four things:
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// Timing, Input, Bitmap Buffer, Sound Buffer
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void update_and_render( OffscreenBuffer* back_buffer
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void update_and_render( OffscreenBuffer* back_buffer, SoundBuffer* sound_buffer
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// Temp (for feature parity)
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, u32 x_offset, u32 y_offset
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);
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@ -29,11 +29,14 @@
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#endif
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#include <math.h> // TODO : Implement math ourselves
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#include "engine.cpp"
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// Platform Layer headers
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#include "platform.h"
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#include "jsl.h" // Using this to get dualsense controllers
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#include "win32.h"
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#include <malloc.h>
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// Engine layer headers
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#include "engine.h"
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@ -100,6 +103,8 @@ global s32 DS_SecondaryBuffer_Size;
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global s32 DS_SecondaryBuffer_SamplesPerSecond;
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global s32 DS_SecondaryBuffer_BytesPerSample;
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global s16* SoundBufferSamples;
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internal void
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init_sound(HWND window_handle, s32 samples_per_second, s32 buffer_size )
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{
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@ -172,8 +177,7 @@ init_sound(HWND window_handle, s32 samples_per_second, s32 buffer_size )
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}
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}
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struct DS_SoundOutputTest
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struct SoundOutput
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{
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DWORD IsPlaying;
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u32 RunningSampleIndex;
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@ -183,50 +187,45 @@ struct DS_SoundOutputTest
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s32 LatencySampleCount;
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};
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using DS_FillSoundBuffer_GetSampleValueFn = s16( DS_SoundOutputTest* sound_output );
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internal s16
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square_wave_sample_value( DS_SoundOutputTest* sound_output )
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{
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s16 sample_value = (sound_output->RunningSampleIndex / (sound_output->WavePeriod /2)) % 2 ?
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sound_output->ToneVolume : - sound_output->ToneVolume;
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return sample_value;
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}
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internal s16
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sine_wave_sample_value( DS_SoundOutputTest* sound_output )
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{
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local_persist f32 time = 0.f;
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f32 sine_value = sinf( time );
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s16 sample_value = scast(u16, sine_value * sound_output->ToneVolume);
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time += TAU * 1.0f / scast(f32, sound_output->WavePeriod );
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return sample_value;
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}
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internal void
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ds_fill_soundbuffer_region( LPVOID region, DWORD region_size
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, DS_SoundOutputTest* sound_output, DS_FillSoundBuffer_GetSampleValueFn* get_sample_value )
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ds_clear_sound_buffer( SoundOutput* sound_output )
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{
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DWORD region_sample_count = region_size / DS_SecondaryBuffer_BytesPerSample;
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s16* sample_out = rcast( s16*, region );
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for ( DWORD sample_index = 0; sample_index < region_sample_count; ++ sample_index )
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LPVOID region_1;
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DWORD region_1_size;
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LPVOID region_2;
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DWORD region_2_size;
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HRESULT ds_lock_result = DS_SecondaryBuffer->Lock( 0, DS_SecondaryBuffer_Size
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, & region_1, & region_1_size
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, & region_2, & region_2_size
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, 0 );
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if ( ! SUCCEEDED( ds_lock_result ) )
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{
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s16 sample_value = get_sample_value( sound_output );
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++ sound_output->RunningSampleIndex;
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return;
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}
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*sample_out = sample_value;
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u8* sample_out = rcast( u8*, region_1 );
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for ( DWORD byte_index = 0; byte_index < region_1_size; ++ byte_index )
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{
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*sample_out = 0;
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++ sample_out;
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}
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*sample_out = sample_value;
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sample_out = rcast( u8*, region_2 );
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for ( DWORD byte_index = 0; byte_index < region_2_size; ++ byte_index )
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{
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*sample_out = 0;
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++ sample_out;
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}
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if ( ! SUCCEEDED( DS_SecondaryBuffer->Unlock( region_1, region_1_size, region_2, region_2_size ) ))
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{
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return;
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}
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}
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internal void
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ds_fill_sound_buffer_test( DS_SoundOutputTest* sound_output, DWORD byte_to_lock, DWORD bytes_to_write, DS_FillSoundBuffer_GetSampleValueFn* get_sample_value )
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ds_fill_sound_buffer( SoundOutput* sound_output, DWORD byte_to_lock, DWORD bytes_to_write, engine::SoundBuffer* sound_buffer )
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{
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LPVOID region_1;
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DWORD region_1_size;
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@ -244,8 +243,36 @@ ds_fill_sound_buffer_test( DS_SoundOutputTest* sound_output, DWORD byte_to_lock,
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// TODO : Assert that region sizes are valid
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ds_fill_soundbuffer_region( region_1, region_1_size, sound_output, get_sample_value );
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ds_fill_soundbuffer_region( region_2, region_2_size, sound_output, get_sample_value );
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DWORD region_1_sample_count = region_1_size / DS_SecondaryBuffer_BytesPerSample;
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s16* sample_out = rcast( s16*, region_1 );
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s16* sample_in = sound_buffer->Samples;
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for ( DWORD sample_index = 0; sample_index < region_1_sample_count; ++ sample_index )
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{
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*sample_out = *sample_in;
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++ sample_out;
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++ sample_in;
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*sample_out = *sample_in;
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++ sample_out;
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++ sample_in;
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++ sound_output->RunningSampleIndex;
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}
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DWORD region_2_sample_count = region_2_size / DS_SecondaryBuffer_BytesPerSample;
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sample_out = rcast( s16*, region_2 );
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for ( DWORD sample_index = 0; sample_index < region_2_sample_count; ++ sample_index )
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{
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*sample_out = *sample_in;
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++ sample_out;
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++ sample_in;
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*sample_out = *sample_in;
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++ sample_out;
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++ sample_in;
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++ sound_output->RunningSampleIndex;
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}
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if ( ! SUCCEEDED( DS_SecondaryBuffer->Unlock( region_1, region_1_size, region_2, region_2_size ) ))
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{
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@ -264,7 +291,6 @@ get_window_dimensions( HWND window_handle )
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return result;
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}
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internal void
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resize_dib_section( OffscreenBuffer* buffer, u32 width, u32 height )
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{
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@ -465,6 +491,7 @@ main_window_callback(
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return result;
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}
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NS_WIN32_END
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int CALLBACK
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@ -542,7 +569,7 @@ WinMain(
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WinDimensions dimensions = get_window_dimensions( window_handle );
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resize_dib_section( &BackBuffer, 1280, 720 );
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DS_SoundOutputTest sound_output;
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SoundOutput sound_output;
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sound_output.IsPlaying = 0;
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DS_SecondaryBuffer_SamplesPerSecond = 48000;
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DS_SecondaryBuffer_BytesPerSample = sizeof(s16) * 2;
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@ -550,6 +577,9 @@ WinMain(
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DS_SecondaryBuffer_Size = DS_SecondaryBuffer_SamplesPerSecond * DS_SecondaryBuffer_BytesPerSample;
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init_sound( window_handle, DS_SecondaryBuffer_SamplesPerSecond, DS_SecondaryBuffer_Size );
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SoundBufferSamples = rcast( s16*, VirtualAlloc( 0, 48000 * 2 * sizeof(s16)
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, MEM_Commit_Zeroed | MEM_Reserve, Page_Read_Write ));
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// Wave Sound Test
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bool wave_switch = false;
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sound_output.RunningSampleIndex = 0;
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@ -557,7 +587,7 @@ WinMain(
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sound_output.WavePeriod = DS_SecondaryBuffer_SamplesPerSecond / sound_output.WaveToneHz;
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sound_output.ToneVolume = 3000;
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sound_output.LatencySampleCount = DS_SecondaryBuffer_SamplesPerSecond / 15;
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ds_fill_sound_buffer_test( & sound_output, 0, sound_output.LatencySampleCount * DS_SecondaryBuffer_BytesPerSample, & sine_wave_sample_value );
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ds_clear_sound_buffer( & sound_output );
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DS_SecondaryBuffer->Play( 0, 0, DSBPLAY_LOOPING );
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// Graphics & Input Test
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@ -712,7 +742,51 @@ WinMain(
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}
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}
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engine::update_and_render( rcast(engine::OffscreenBuffer*, & BackBuffer.Memory), x_offset, y_offset );
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// Pain...
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b32 sound_is_valid = false;
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DWORD ds_play_cursor;
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DWORD ds_write_cursor;
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DWORD byte_to_lock;
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DWORD bytes_to_write;
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if ( SUCCEEDED( DS_SecondaryBuffer->GetCurrentPosition( & ds_play_cursor, & ds_write_cursor ) ))
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{
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DWORD target_cursor = (ds_play_cursor + sound_output.LatencySampleCount * DS_SecondaryBuffer_BytesPerSample) % DS_SecondaryBuffer_Size;
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byte_to_lock = (sound_output.RunningSampleIndex * DS_SecondaryBuffer_BytesPerSample) % DS_SecondaryBuffer_Size;
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bytes_to_write;
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if ( byte_to_lock == target_cursor )
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{
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// We are in the middle of playing. Wait for the write cursor to catch up.
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bytes_to_write = 0;
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}
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else if ( byte_to_lock > target_cursor)
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{
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// Infront of play cursor |--play--byte_to_write-->--|
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bytes_to_write = DS_SecondaryBuffer_Size - byte_to_lock;
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bytes_to_write += target_cursor;
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}
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else
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{
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// Behind play cursor |--byte_to_write-->--play--|
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bytes_to_write = target_cursor - byte_to_lock;
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}
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sound_is_valid = true;
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}
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// s16 samples[ 48000 * 2 ];
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engine::SoundBuffer sound_buffer {};
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sound_buffer.NumSamples = DS_SecondaryBuffer_SamplesPerSecond / 30;
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sound_buffer.RunningSampleIndex = sound_output.RunningSampleIndex;
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sound_buffer.SamplesPerSecond = DS_SecondaryBuffer_SamplesPerSecond;
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sound_buffer.ToneVolume = sound_output.ToneVolume;
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sound_buffer.Samples = SoundBufferSamples;
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sound_buffer.WavePeriod = sound_output.WavePeriod;
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sound_buffer.WaveToneHz = sound_output.WaveToneHz;
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engine::update_and_render( rcast(engine::OffscreenBuffer*, & BackBuffer.Memory), & sound_buffer, x_offset, y_offset );
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// Rendering
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{
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@ -754,50 +828,14 @@ WinMain(
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sound_output.IsPlaying = ds_status & DSBSTATUS_PLAYING;
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}
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DWORD ds_play_cursor;
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DWORD ds_write_cursor;
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if ( ! SUCCEEDED( DS_SecondaryBuffer->GetCurrentPosition( & ds_play_cursor, & ds_write_cursor ) ))
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{
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if ( ! sound_is_valid )
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break;
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}
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DWORD target_cursor = (ds_play_cursor + sound_output.LatencySampleCount * DS_SecondaryBuffer_BytesPerSample) % DS_SecondaryBuffer_Size;
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ds_fill_sound_buffer( & sound_output, byte_to_lock, bytes_to_write, & sound_buffer );
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DWORD byte_to_lock = (sound_output.RunningSampleIndex * DS_SecondaryBuffer_BytesPerSample) % DS_SecondaryBuffer_Size;
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DWORD bytes_to_write;
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if ( byte_to_lock == target_cursor )
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{
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// We are in the middle of playing. Wait for the write cursor to catch up.
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bytes_to_write = 0;
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}
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else if ( byte_to_lock > target_cursor)
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{
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// Infront of play cursor |--play--byte_to_write-->--|
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bytes_to_write = DS_SecondaryBuffer_Size - byte_to_lock;
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bytes_to_write += target_cursor;
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}
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else
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{
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// Behind play cursor |--byte_to_write-->--play--|
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bytes_to_write = target_cursor - byte_to_lock;
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}
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if ( wave_switch )
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{
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ds_fill_sound_buffer_test( & sound_output, byte_to_lock, bytes_to_write, square_wave_sample_value );
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}
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else
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{
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ds_fill_sound_buffer_test( & sound_output, byte_to_lock, bytes_to_write, sine_wave_sample_value );
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}
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#if 1
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if ( sound_output.IsPlaying )
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{
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break;
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}
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#endif
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DS_SecondaryBuffer->Play( 0, 0, DSBPLAY_LOOPING );
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} while(0);
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@ -837,4 +875,4 @@ WinMain(
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}
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// Engine layer translation unit.
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#include "engine.cpp"
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// #include "engine.cpp"
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|
@ -38,11 +38,6 @@ if ( $vendor -eq $null ) {
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$compiler = "clang"
|
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}
|
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|
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if ( $release -eq $null ) {
|
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write-host "No build type specified, assuming debug"
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$release = $false
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}
|
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|
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write-host "Building HandmadeHero with $vendor"
|
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write-host "Build Type: $(if ($release) {"Release"} else {"Debug"} )"
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@ -124,7 +119,7 @@ if ( $vendor -match "clang" )
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$flag_include = '-I'
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$flag_library = '-l'
|
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$flag_library_path = '-L'
|
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$flag_link_win = '-Wl,'
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$flag_linker = '-Wl,'
|
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$flag_link_win_subsystem_console = '/SUBSYSTEM:CONSOLE'
|
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$flag_link_win_subsystem_windows = '/SUBSYSTEM:WINDOWS'
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$flag_link_win_machine_32 = '/MACHINE:X86'
|
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@ -138,6 +133,7 @@ if ( $vendor -match "clang" )
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$flag_path_output = '-o'
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$flag_preprocess_non_intergrated = '-no-integrated-cpp'
|
||||
$flag_profiling_debug = '-fdebug-info-for-profiling'
|
||||
$flag_set_stack_size = '-stack='
|
||||
$flag_syntax_only = '-fsyntax-only'
|
||||
$flag_target_arch = '-target'
|
||||
$flag_wall = '-Wall'
|
||||
@ -211,6 +207,12 @@ if ( $vendor -match "clang" )
|
||||
|
||||
$linker_args += $object
|
||||
run-linker $linker $executable $linker_args
|
||||
|
||||
# $compiler_args += $unit
|
||||
# $linker_args | ForEach-Object {
|
||||
# $compiler_args += $flag_linker + $_
|
||||
# }
|
||||
# run-compiler $compiler $unit $compiler_args
|
||||
}
|
||||
|
||||
$compiler = 'clang++'
|
||||
@ -253,6 +255,7 @@ if ( $vendor -match "msvc" )
|
||||
$flag_path_debug = '/Fd'
|
||||
$flag_path_output = '/Fe'
|
||||
$flag_preprocess_conform = '/Zc:preprocessor'
|
||||
$flag_set_stack_size = '/F'
|
||||
$flag_syntax_only = '/Zs'
|
||||
|
||||
# This works because this project uses a single unit to build
|
||||
@ -266,10 +269,10 @@ if ( $vendor -match "msvc" )
|
||||
|
||||
$compiler_args += @(
|
||||
$flag_nologo,
|
||||
$flag_all_cpp,
|
||||
$flag_exceptions_disabled,
|
||||
( $flag_define + '_HAS_EXCEPTIONS=0' ),
|
||||
$flag_RTTI_disabled,
|
||||
# $flag_all_cpp,
|
||||
# $flag_exceptions_disabled,
|
||||
# ( $flag_define + '_HAS_EXCEPTIONS=0' ),
|
||||
# $flag_RTTI_disabled,
|
||||
$flag_preprocess_conform,
|
||||
$flag_full_src_path,
|
||||
( $flag_path_interm + $path_build + '\' ),
|
||||
@ -297,18 +300,17 @@ if ( $vendor -match "msvc" )
|
||||
else {
|
||||
$compiler_args += $flag_link_win_rt_static
|
||||
}
|
||||
|
||||
$compiler_args += $includes | ForEach-Object { $flag_include + $_ }
|
||||
$compiler_args += $unit
|
||||
# $compiler_args += $flag_compile, $unit
|
||||
# run-compiler $compiler $unit $compiler_args
|
||||
|
||||
$compiler_args += $flag_compile, $unit
|
||||
run-compiler $compiler $unit $compiler_args
|
||||
|
||||
$linker_args += @(
|
||||
$flag_nologo,
|
||||
$flag_link_win_machine_64,
|
||||
( $flag_link_win_path_output + $executable )
|
||||
)
|
||||
if ( $release -eq $false ) {
|
||||
if ( $debug ) {
|
||||
$linker_args += $flag_link_win_debug
|
||||
$linker_args += $flag_link_win_pdb + $pdb
|
||||
}
|
||||
@ -316,11 +318,12 @@ if ( $vendor -match "msvc" )
|
||||
}
|
||||
|
||||
$linker_args += $object
|
||||
# run-linker $linker $executable $linker_args
|
||||
run-linker $linker $executable $linker_args
|
||||
|
||||
$compiler_args += $flag_linker
|
||||
$compiler_args += $linker_args
|
||||
run-compiler $compiler $unit $compiler_args
|
||||
# $compiler_args += $unit
|
||||
# $compiler_args += $flag_linker
|
||||
# $compiler_args += $linker_args
|
||||
# run-compiler $compiler $unit $compiler_args
|
||||
}
|
||||
|
||||
$compiler = 'cl'
|
||||
@ -393,9 +396,12 @@ $lib_jsl = Join-Path $path_deps 'JoyShockLibrary/x64/JoyShockLibrary.lib'
|
||||
$unit = Join-Path $path_platform 'handmade_win32.cpp'
|
||||
$executable = Join-Path $path_build 'handmade_win32.exe'
|
||||
|
||||
$stack_size = 1024 * 1024 * 4
|
||||
|
||||
$compiler_args = @(
|
||||
($flag_define + 'UNICODE'),
|
||||
($flag_define + '_UNICODE')
|
||||
# ($flag_set_stack_size + $stack_size)
|
||||
)
|
||||
|
||||
$linker_args = @(
|
||||
|
Loading…
Reference in New Issue
Block a user