q3rally/engine/code/qcommon/vm_local.h

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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "q_shared.h"
#include "qcommon.h"
ioquake3 resync to revision 2398 from 2369. This is the last ioquake3 revision before ioquake3 changed from subversion to git at the beginning of 2013. #5808 - Include and use .glsl in source (rend2) #5812 - Use refdef's coordinates when drawing to screen shadow fbo, and separate depth texture and screen texture coordinates in glsl shaders. Include Rend2 renderer in MacOSX bundle Include OpenGL1 and Rend2 renderers in MacOSX UB Include Rend2 renderer in NSIS installer. Include OpenGL1 and Rend2 renderers in Loki Setup Installer. Have NSIS uninstaller delete rend2. Split light sample into direct and ambient parts when using deluxemaps or per-vertex light vectors. Fixes #5813. Fix writting voip data in demos (broke in r2102). Fix server ignoring client move commands if voip data is included. Allow changing cl_voip without restarting. Fix assert failing in CL_ParseVoip() while flipping cl_voip off and on. Only declare var_SampleToView in lightall shader when it is actually used. Fix a couple files not ending with a newline. Fix clients being able to reset their player state and respawn using donedl. Fix passing arg9 (qvm only), arg10, and arg11 to vmMain for native libs and non-i386 compiled or interpated qvms. (Currently they aren't use in vmMain in game, cgame, or ui.) Fix passing args[11] to args[15] from vm to engine on ppc64 and sparc64. Some of the args are used by game bot prediction syscalls. May have been causing bugs. Note: This was fixed for x86_64 in r2163. Fix reconnect command to work after leaving server. (#5794) Fix dedicated server crashing when using MSG_ReadDelta*, though it only happens if someone modifies the engine. (#5449) Makefile fixes for OpenBSD by Jonathan Gray. (#5728) Save all arguments from connect for reconnect command. Remove unnecessary localhost check from reconnect command. Support r_srgb even without hardware support. Also tweak default autoexposure/tonemap settings to look good on both r_srgb 0 and 1. Changed the MacOS-X build system to make UB's containing i386 and x86_64 arches and made make-macosx.sh not build UB's but only standard binaries Fix spectator client being switched from follow to free after map_restart if following a client with a higher client number. Fix client unlinking issue caused by ent->s.number being set to followed client's ps->clientNum after map_restart. Reported by Ensiform. Changes from Ensiform: - In G_AddBot, try to allocate clientNum before doing anything else. - In G_AddBot, don't set SVF_BOT and inuse. It's done in ClientConnect, plus inuse causes ClientDisconnect to be run for no reason. - In G_AddBot, only set skill in bot useinfo once. - Avoid using cl->ps.clientNum to check if cl is a bot. Fix bot skill format so it doesn't always have a space at the beginning of it. More fixes to the macosx buildsystem. This removes the SDL Framework and makes use of a SDL library that is position independant. This also brings back PPC builds into the UB and also as a standa alone build choice. Have make-macosx.sh require the user to specify which architecture she/he wants to build for and suggest building UB's if the user is unaware of what architectures are Lets list all the valid options.
2017-07-09 21:21:12 +00:00
// Max number of arguments to pass from engine to vm's vmMain function.
// command number + 12 arguments
#define MAX_VMMAIN_ARGS 13
// Max number of arguments to pass from a vm to engine's syscall handler function for the vm.
// syscall number + 15 arguments
#define MAX_VMSYSCALL_ARGS 16
// don't change, this is hardcoded into x86 VMs, opStack protection relies
// on this
#define OPSTACK_SIZE 1024
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#define OPSTACK_MASK (OPSTACK_SIZE-1)
// don't change
// Hardcoded in q3asm a reserved at end of bss
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#define PROGRAM_STACK_SIZE 0x10000
#define PROGRAM_STACK_MASK (PROGRAM_STACK_SIZE-1)
typedef enum {
OP_UNDEF,
OP_IGNORE,
OP_BREAK,
OP_ENTER,
OP_LEAVE,
OP_CALL,
OP_PUSH,
OP_POP,
OP_CONST,
OP_LOCAL,
OP_JUMP,
//-------------------
OP_EQ,
OP_NE,
OP_LTI,
OP_LEI,
OP_GTI,
OP_GEI,
OP_LTU,
OP_LEU,
OP_GTU,
OP_GEU,
OP_EQF,
OP_NEF,
OP_LTF,
OP_LEF,
OP_GTF,
OP_GEF,
//-------------------
OP_LOAD1,
OP_LOAD2,
OP_LOAD4,
OP_STORE1,
OP_STORE2,
OP_STORE4, // *(stack[top-1]) = stack[top]
OP_ARG,
OP_BLOCK_COPY,
//-------------------
OP_SEX8,
OP_SEX16,
OP_NEGI,
OP_ADD,
OP_SUB,
OP_DIVI,
OP_DIVU,
OP_MODI,
OP_MODU,
OP_MULI,
OP_MULU,
OP_BAND,
OP_BOR,
OP_BXOR,
OP_BCOM,
OP_LSH,
OP_RSHI,
OP_RSHU,
OP_NEGF,
OP_ADDF,
OP_SUBF,
OP_DIVF,
OP_MULF,
OP_CVIF,
OP_CVFI
} opcode_t;
typedef int vmptr_t;
typedef struct vmSymbol_s {
struct vmSymbol_s *next;
int symValue;
int profileCount;
char symName[1]; // variable sized
} vmSymbol_t;
#define VM_OFFSET_PROGRAM_STACK 0
#define VM_OFFSET_SYSTEM_CALL 4
struct vm_s {
// DO NOT MOVE OR CHANGE THESE WITHOUT CHANGING THE VM_OFFSET_* DEFINES
// USED BY THE ASM CODE
int programStack; // the vm may be recursively entered
intptr_t (*systemCall)( intptr_t *parms );
//------------------------------------
char name[MAX_QPATH];
void *searchPath; // hint for FS_ReadFileDir()
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// for dynamic linked modules
void *dllHandle;
ioquake3 resync to commit 4610a240 from bc8737d7 Upgrade to build and run from VS2019 Upgrades to Xcode project and Apple Silicon support Update SDL2 to 2.0.14 Updated SDL2 include files to fix Mac build in GitHub Actions Added another mention of arm64 to command line help Restored original opus sse files, excluded from Xcode Added arm64 to the post-build symlinking step Merge branch 'main' into xcode Merge branch 'main' into vs2019 Added shell script to compile Universal 2 binary (x86_64+arm64) Reverting alert style to deprecated methods Upgrades to Xcode project and Apple Silicon support Update SDL2 to 2.0.14 Added another mention of arm64 to command line help Restored original opus sse files, excluded from Xcode Added arm64 to the post-build symlinking step Added shell script to compile Universal 2 binary (x86_64+arm64) Reverting alert style to deprecated methods Merge branch 'xcode' of https://github.com/tomkidd/ioq3 into xcode Removed signature from SDL dylib, enabled dark mode on macOS. spaces > tabs Ad-hoc signed libSDL2-2.0.0.dylib Fix compiling against SDL 2.0.17 UB2 now signs and notarizes, upgraded to SDL 2.0.16 Architectures in libSDL2 restored for ppc and i386 Merge remote-tracking branch 'upstream/main' into vs2019 Update SDL2 to 2.0.16 Added rudimentary support for automatically finding Microsoft Store version of Quake 3 GHA deprecated Ubuntu 16.04 - update to 18.04 qsort cannot be called with NULL Merge remote-tracking branch 'upstream/main' into vs2019 Addressed string concatenation issue and added dummy method for Mac/Linux Added missing variable. Merge remote-tracking branch 'upstream/main' into xcode Updated SDL 2.0.16 headers and Mac version of libraries to fix GitHub actions Addressed PR suggestions Modified MS Store path handling to better follow the pattern of Steam/GOG Merge pull request #481 from tomkidd/xcode Merge pull request #482 from tomkidd/vs2019 OpenGL2: Fix r_grayscale 1 making everything solid black Print full GL_EXTENSIONS list for OpenGL contexts before 3.0 Fix being unable to enter Team Arena CD key OpenGL2: GL_DEPTH_TEXTURE_MODE was removed from OpenGL 3.0/Core Improve setting Microsoft Store path Update building for macOS in README Make macOS arm64 default to target macOS 11 in Makefile Fix error when cross-compiling for macOS arm64 using Makefile Fix passing arguments to VM dylib on Apple M1 Fix compiling on older macOS Fix memory corruption in S_TransferPaintBuffer Fix memset Fix hex digit Fix uninitialized variable some old URL and doc updates Update README.md Update FUNDING.yml code/curl: update ifdef condition for MCST-LCC compiler in mcst-lcc compiler => 1.25 added a new macro definition to determine compiler Revert "code/curl: update ifdef condition for MCST-LCC compiler" Revert "E2K: fixed build by MCST lcc compiler when using USE_CURL=1 option" More predictable mesh normals generation vm_x86.c: Add `defined(_M_IX86) || defined(_M_X64)` (fix for VS2019) Add keys for SDL 2.0.14's new gamepad buttons Fix in_availableJoysticks cvar not updating Fix (disabled) Wavelet sound decompression Update to SDL 2.24.0 and add separate macOS UB2 dylib Update macOS UB1 to SDL 2.0.22 Fix running make-macosx{,-ub2}.sh on Linux Update MSVC .lib files to SDL 2.24.0
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vmMainProc entryPoint;
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void (*destroy)(vm_t* self);
// for interpreted modules
qboolean currentlyInterpreting;
qboolean compiled;
byte *codeBase;
int entryOfs;
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int codeLength;
intptr_t *instructionPointers;
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int instructionCount;
byte *dataBase;
int dataMask;
int dataAlloc; // actually allocated
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int stackBottom; // if programStack < stackBottom, error
int numSymbols;
struct vmSymbol_s *symbols;
int callLevel; // counts recursive VM_Call
int breakFunction; // increment breakCount on function entry to this
int breakCount;
byte *jumpTableTargets;
int numJumpTableTargets;
};
extern vm_t *currentVM;
extern int vm_debugLevel;
void VM_Compile( vm_t *vm, vmHeader_t *header );
int VM_CallCompiled( vm_t *vm, int *args );
void VM_PrepareInterpreter( vm_t *vm, vmHeader_t *header );
int VM_CallInterpreted( vm_t *vm, int *args );
vmSymbol_t *VM_ValueToFunctionSymbol( vm_t *vm, int value );
int VM_SymbolToValue( vm_t *vm, const char *symbol );
const char *VM_ValueToSymbol( vm_t *vm, int value );
void VM_LogSyscalls( int *args );
void VM_BlockCopy(unsigned int dest, unsigned int src, size_t n);