jak-project/goal_src/jak3/compiler-setup.gc
water111 4f537d4a71
[jak3] Set up ckernel (#3308)
This sets up the C Kernel for Jak 3, and makes it possible to build and
load code built with `goalc --jak3`.

There's not too much interesting here, other than they switched to a
system where symbol IDs (unique numbers less than 2^14) are generated at
compile time, and those get included in the object file itself.

This is kind of annoying, since it means all tools that produce a GOAL
object file need to work together to assign unique symbol IDs. And since
the symbol IDs can't conflict, and are only a number between 0 and 2^14,
you can't just hash and hope for no collisions.

We work around this by ignoring the IDs and re-assigning our own. I
think this is very similar to what the C Kernel did on early builds of
Jak 3 which supported loading old format level files, which didn't have
the IDs included.

As far as I can tell, this shouldn't cause any problems. It defeats all
of their fancy tricks to save memory by not storing the symbol string,
but we don't care.
2024-01-16 19:24:02 -05:00

38 lines
806 B
Common Lisp

;;
;; Compiler Setup for Jak 3
;;
;; load kernel type definitions.
;; these types/functions are provided by Jak 3's runtime.
(asm-file "goal_src/jak3/kernel-defs.gc")
;; load jak 3 project
(load-project "goal_src/jak3/game.gp")
(defmacro basic? (obj)
;; todo, make this more efficient
`(= 4 (logand (the integer ,obj) #b111))
)
(defmacro pair? (obj)
;; todo, make this more efficient
;`(= 2 (logand (the integer ,obj) #b111))
`(< (shl (the-as int ,obj) 62) 0)
)
(defmacro not-pair? (obj)
`(>= (shl (the-as int ,obj) 62) 0)
)
(defmacro binteger? (obj)
`(zero? (logand (the integer ,obj) #b111))
)
(defmacro rtype-of (obj)
`(cond ((binteger? ,obj) binteger)
((pair? ,obj) pair)
((basic? ,obj) (-> (the basic ,obj) type))
(else symbol)
)
)