CI / ${{ matrix.name }} (false, -DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION=10.0.26100.0, false, false, Visual Studio 17 2022, true, Xbox One, windows-latest, amd64, false, true) (push) Has been cancelled
CI / ${{ matrix.name }} (false, -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/3DS.cmake, false, devkitpro/devkitarm:latest, false, Ninja, true, Nintendo 3DS, ubuntu-latest, true) (push) Has been cancelled
CI / ${{ matrix.name }} (false, -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/Switch.cmake, false, devkitpro/devkita64:latest, false, Ninja, Nintendo Switch, true, ubuntu-latest, true) (push) Has been cancelled
Plug all leaks when moving around in the Information Center.
This does not include:
- loading a save game
- starting a new game
- selecting a LEGO character and enter the world
- launching a paper plane on the observation deck
* Open discussion
* Move annotations of header-implemented functions back to `.h` files
* Adjust `README.md`
* Relocate annotation
* linter
* Comment markers in headers only, rename script, update github actions
* type hint compat
* Rename github action, better argparse for linter
* Type hints, working test for byname ignore
* Move annotation
* CI rename and enable warnfail, enforce mode always on
* Two step linting
* or one step
* continue on error
* two jobs instead
* Fixes
---------
Co-authored-by: disinvite <disinvite@users.noreply.github.com>
* Bootstrap decomp of D3DRM rendering code
* This PR kicks off work on decompiling the D3D Retained Mode (D3DRM)
rendering part of the codebase.
* High level overview:
* There is a base IMxDirect3DRMObject class which all of the D3DRM
rendering objects inherit from. Its only virtual method is one to get
the underlying object handle.
* A hierarchy of abstract classes inherits from this base class, which
I've called "IMxDirect3DRM<class>". These classes only have pure
virtual methods on them and don't contain any data.
* Each one of the abstract classes has exactly one concrete
implementation, which I've called "MxDirect3DRM<class>". These classes
have exactly one piece of data, which is a pointer to the underlying
D3D Retained Mode object.
* If the classes need to store additional data, they store it in a
userdata blob which is attached to the D3DRM object rather than the
additional data being stored in the class itself.
* I've worked out about twice this many classes related to D3DRM
rendering so far but the PR was getting large enough as is, so I'm
cutting it here for now.
* I decomped sufficiently many methods of these classe to convince
myself that the above observations are correct. About 60% of the
decomped methods here are perfect matches, including at least one
non-trivial method per class.
* Formatting
* Restructure changes using Tgl naming / details
* Restructure the changes to use the naming that we know from Tgl.
* Fill in some parts of the implementation I couldn't initially figure
out using the details from Tgl (got more 100% matches).
* Move d3drm link requirement
* Fixups FloatMatrix -> FloatMatrix4
* Fix order
* Full fix for ordering problems
* Put back accidentally removed include.
* Fix call which should have been Release
* Use new and delete for DeepClone
* Missing Tgl:: on CreateRenderer
* Revert change to bool return value.
* Rename Something -> Unk
* Return paramter naming convention to what Tgl used
* Add scalar ddtor to verify inline destructor
* Fix order
* Change malloc/free -> new/delete in Tgl
* Remove duplicate destructor.
* Check all inline destructors
* Fix dtor comments
* Third time's the charm
* Alphabetical sort
* Decomp adjustments
* Add d3drm files to clang-format
---------
Co-authored-by: Christian Semmler <mail@csemmler.com>