Commit Graph

12281 Commits

Author SHA1 Message Date
Bill Currie 25f8d3a23d [gamecode] Use pr_type_names.h for type sizes
The goal of the previous mess of commits. Ruamoko needs to wait until
qfcc has the new types.
2022-01-18 17:05:12 +09:00
Bill Currie 2c52e26d1a [gamecode] Be more consistent with access types
Eg, pointers via ptr, entities via entity, etc.
2022-01-18 17:05:12 +09:00
Bill Currie cd30408675 [gamecode] Rename ev_quat to ev_quaternion
I much prefer the full name, though the short version is easier to type.
2022-01-18 17:05:12 +09:00
Bill Currie 0748581cd6 [gamecode] Tidy up progs type definitions
A bit of whitespace and put them in order of the types enum
2022-01-18 17:05:11 +09:00
Bill Currie e9e54d08c0 [gamecode] Rename func_t to pr_func_t
Even more consistency.
2022-01-18 15:36:58 +09:00
Bill Currie afd1eb775b [gamecode] Rename ev_pointer to ev_ptr
Rather short (no worse than ev_int, though) but more consistency is
usually a good thing.
2022-01-18 14:36:06 +09:00
Bill Currie 2f6c3c8ffb [ruamoko] Use pr_type_names.h for Ruamoko
Keeping the two sets of definitions in sync has always been a pain.
2022-01-18 14:21:09 +09:00
Bill Currie 8a9911bf61 [build] Fix messed up progs include dir
I'd missed adding progs/ to the paths.
2022-01-18 14:14:17 +09:00
Bill Currie cfe7c44df0 [gamecode] Rename ev_integer to ev_int
And other related fields so integer is now int (and uinteger is uint). I
really don't know why I went with integer in the first place, but this
will make using macros easier for dealing with types.
2022-01-18 13:27:19 +09:00
Bill Currie 978d6fd3e8 [gamecode] Macro-ize the progs type names
Now they'll never get out of sync again :)
2022-01-18 13:27:19 +09:00
Bill Currie 2df64384c1 [gamecode] Clean up string_t and pointer_t
They are both gone, and pr_pointer_t is now pr_ptr_t (pointer may be a
little clearer than ptr, but ptr is consistent with things like intptr,
and keeps the type name short).
2022-01-18 12:11:14 +09:00
Bill Currie 9348f7b89c [gamecode] Preserve the return pointer across calls
This required delaying the setting of the return pointer by call until
after the current pointer had been saved, and thus passing the desired
pointer into PR_CallFunction (which does have some advantages for C
functions calling progs functions, but some dangers too (should ensure a
128 byte (32 word) buffer when calling untrusted code (which is any,
really)).
2022-01-17 19:12:28 +09:00
Bill Currie e9af549195 [gamecode] Fix some goofs in the callchain test
They made it difficult to tell when I got things working :P
2022-01-17 18:51:50 +09:00
Bill Currie 306fcbfbd0 [gamecode] Improve callchain test
Add another function call to further mess up the return value address
and verify just where it is pointing.
2022-01-17 16:55:39 +09:00
Bill Currie 89e120ba34 [gamecode] Make return support 32 words
This took interpreting the lower 5 bits of operand c as size - 1, and
0xffff as void (0 words).
2022-01-17 16:54:27 +09:00
Bill Currie 94ef9931a5 [gamecode] Add two more call/return tests
The two tests check that 32 words can be returned (fails) and that
function calls can be nested and their values returned properly (also
fails).
2022-01-17 16:30:13 +09:00
Bill Currie 736387bc88 [gamecode] Preserve base registers across calls
With this, functions can call other functions without having to worry
about whether the base registers they set up are still valid.
2022-01-17 15:08:58 +09:00
Bill Currie 8da1163a82 [gamecode] Add bases check to callret test
The base registers must be preserved across a function call and they
currently are not, thus the updated test fails again.
2022-01-17 14:59:17 +09:00
Bill Currie 213434b705 [gamecode] Save and restore data stack in call stack
This fixes the issue of the data stack not being restored properly
because the returning function needs to return a value from its local
variables (stored on the stack) and accessing stack data below the stack
pointer is a bad idea (sure, no interrupts yet, but who knows...).
2022-01-17 14:45:14 +09:00
Bill Currie 8e5c2c6534 [gamecode] Correct type of return address in stack
This is another one of those "why signed?" things: can't have negative
return addresses.
2022-01-17 14:43:43 +09:00
Bill Currie cf3106ce28 [gamecode] Correct call's mode selection
Call's operand c is used to specify where the return value of the
function is to be stored. This gets both the correct function being
called, and the value being returned correctly. Test still fails due to
the stack restoration issue.
2022-01-17 14:29:14 +09:00
Bill Currie b3909dbe4c [gamecode] Add a test for call and return
It currently fails for two reasons:
 - call's mode selection is incorrect (never updated from when there was
   only the one call instruction and the mode was encoded in operand c)
 - return should automatically restore the stack pointer to the value it
   had on entry to the function, thus allowing local values stored on
   the stack to be safely returned.
2022-01-17 14:26:12 +09:00
Bill Currie 56d8bdee82 [gamecode] Add a fixme about using gcc's vec convert
It might produce better code than the way I'm currently doing it.
2022-01-17 10:32:19 +09:00
Bill Currie 1beadbf871 [gamecode] Add tests for the branch instructions 2022-01-17 09:57:54 +09:00
Bill Currie 1baf17b780 [gamecode] Add tests for the jump instructions 2022-01-17 09:34:16 +09:00
Bill Currie 1397c94ef5 [gamecode] Add tests for the state instructions 2022-01-16 22:17:17 +09:00
Bill Currie 0bd05c71ac [gamecode] Use unsigned for entity values
I don't know why they were ever signed (oversight at id and just
propagated?). Anyway, this resulted in "unsigned" spreading a bit, but
all to reasonable places.
2022-01-16 22:15:18 +09:00
Bill Currie 2b82533526 [gamecode] Add double time state instructions
This has been a long-held wishlist item, really, and I thought I might
as well take the opportunity to add the instructions. The double
versions of STATE require both the nextthink field and time global to be
double (but they're not resolved properly yet: marked with
"FIXME double time" comments).

Also, the frame number for double time state is integer rather than
float.
2022-01-16 21:27:49 +09:00
Bill Currie d57712975e [gamecode] Add tests for the hops instructions
And, of course, fix a bug in the inverted hops (yay for tests).
2022-01-16 18:46:29 +09:00
Bill Currie 7ea12b3ff9 [gamecode] Implement the HOPS sub-instructions
In the end, I decided any/all/none should be separate from the other
horizontal ops, if I even do them (can be implemented by first
converting to bool, then using the appropriate horizontal operation (& |
etc).
2022-01-16 16:28:48 +09:00
Bill Currie 8050c7bd77 [gamecode] Rearrange several instructions
ANY/ALL/NONE have been temporarily removed until I implement the HOPS
(horizontal operations) sub-instructions, which will all both 32-bit and
64-bit operands and several other operations (eg, horizontal add).

All the fancy addressing modes for the conditional branch instructions
have been permanently removed: I decided the gain was too little for the
cost (24 instructions vs 6). JUMP and CALL retain their addressing
modes, though.

Other instructions have been shuffled around a little to fill most of
the holes in the upper block of 256 instructions: just a single small
7-instruction hole.

Rearrangements in the actual engine are mostly just to keep the code
organized. The only real changes were the various IF statements and
dealing with the resulting changes in their addressing.
2022-01-16 14:22:04 +09:00
Bill Currie dc4df49fff [gamecode] Add tests for the swizzle instructions
While not always generated (yet?) the tests are at least in. Just not
sure about auto-generated tests that can't be hand-edited.
2022-01-15 22:44:58 +09:00
Bill Currie 49dcd5ef40 [gamecode] Add tests for the with instruction(s)
While mode 4 was tested a lot, none of the rest were. Also added a full
reset instruction.
2022-01-15 18:44:11 +09:00
Bill Currie 38ab0f0243 [gamecode] Move pushregs and popregs into with
This frees up another two instructions.
2022-01-15 16:51:59 +09:00
Bill Currie a14b9f8252 [gamecode] Move the lea block
It just feels better with it being close the load/store etc
2022-01-15 16:39:52 +09:00
Bill Currie e133de8c89 [gamecode] Drop B addressing for lea
When creating the tests for lea, I noticed that B was yet another simple
assign, so I decided it was best to drop it and move E into its place
(freeing up another instruction).
2022-01-15 16:27:46 +09:00
Bill Currie 11e89c8c97 [gamecode] Add tests for lea 2022-01-15 16:07:11 +09:00
Bill Currie fae432f46e [gamecode] Make no-op conversions simple copies
Most useful for 64-bit values as only one instruction is needed to move
the data around rather than two, but could be slightly faster for 32-bit
as the addressing is simpler (needs profiling).
2022-01-15 15:44:53 +09:00
Bill Currie bffcbfc9fc [gamecode] Add tests for bitops 2022-01-15 13:59:03 +09:00
Bill Currie 7cd398d4a7 [gamecodee] Add tests for move and memset 2022-01-15 13:20:33 +09:00
Bill Currie 6f1f56aea7 [gamecode] Make commented braces match
They annoyed me
2022-01-14 22:51:18 +09:00
Bill Currie 1aa4844bf6 [gamecode] Make string ops mostly conform with bools
The compare/ne operator returns "random" -ve, 0, +ve values (really,
just the numerical difference between the chars of the strings), but all
the rest return -1 for true and 0 for false, as with the rest of the
comparison operators.
2022-01-14 22:44:08 +09:00
Bill Currie c8362c28fe [gamecode] Add tests for string ops
Does not include string concatenation because I don't feel like messing
with zone init, but all the other operators are tested (currently
failing due to bool convention)
2022-01-14 22:42:56 +09:00
Bill Currie f4eeed36b7 [gamecode] Add tests for the scale instructions 2022-01-14 19:46:35 +09:00
Bill Currie 1a2ac24d8d [gamecode] Make num_globals() calculate actual globals
It calculating only the size of the array (which was often 4 or 8
globals per element) proved to be a pain when I forgot to alter the size
for the new scale tests. Fixing the size calculation even found a bug in
the shiftop tests.
2022-01-14 19:45:51 +09:00
Bill Currie a81067603c [gamecode] Mention possibly undefined behavior
It seems casting from float/double to [unsigned] int/long when the value
doesn't fit is undefined (which would explain the inconsistent results).
Mentioning the possibility seems like a good idea should the results for
such casts change and cause the tests to fail.
2022-01-14 16:52:44 +09:00
Bill Currie a1c1c9fcf0 [gamecode] Add test for conversions to double
And fix an incorrect base index in the bool64 tests.
2022-01-14 15:51:49 +09:00
Bill Currie 1f73b26d24 [gamecode] Correct incorrect bool32-bool64 conversion
And add tests for long, ulong and bool64 conversions.
2022-01-14 14:54:35 +09:00
Bill Currie 4bf934e6b9 [gamecode] Correct incorrect bool64-bool32 conversion
And add tests for float, uint and bool32 conversions.
2022-01-14 13:54:03 +09:00
Bill Currie e26fb49df7 [gamecode] Get conversion to int working for all types
Bools turned out to be a problem to due to me wanting any non-zero value
to be treated as true thus had to expand them out as well as the
floating point <-> integral conversions.
2022-01-14 12:11:23 +09:00