Some of them were actual leaks, but tracking memory should be a lot
easier now. However, there's a lot of room for optimization of
allocations (eg, recylcling of hierarchies. There is now 1 active
allocation (according to tracy) when nq exits: Qgetline's string buffer
(I think an api change is in order).
The main goal of this change was to make it easier to tell when a
hierarchy has been deleted, but as a side benefit, it got rid of the use
of PR_RESMAP. Also, it's easy to track the number of hierarchies.
Unfortunately, it showed how brittle the component side of the ECS is
(scene and canvas registries assumed their components were the first (no
long the case), thus the sweeping changes).
Centerprint doesn't work (but it hasn't for a while).
Tracy is a frame profiler: https://github.com/wolfpld/tracy
This uses Tracy's C API to instrument the code (already added in several
places). It turns out there is something very weird with the fence
behavior between the staging buffers and render commands as the
inter-frame delay occurs in a very strangle place (in the draw code's
packet acquisition rather than the fence waiter that's there for that
purpose). I suspect some tangled dependencies.
gcc didn't like a couple of the changes (rightly so: one was actually
incorrect), and the fix for qfcc I didn't think to suggest while working
with Emily.
The general CFLAGS etc fixes mostly required just getting the order of
operations right: check for attributes after setting the warnings flags,
though those needed some care for gcc as it began warning about main
wanting the const attribute.
Fixing the imui link errors required moving the ui functions and setup
to vulkan_lighting.c, which is really the only place they're used.
Fixing a load of issues related to autoconf and some small source-level issues to re-add clang support.
autoconf feature detection probably needs some addressing - partially as -Werror is applied late.
con_linewidt starts out as 0, which leads to bad results for the initial
widths of input lines and later calculations. However, really, they
probably shouldn't be using size_t for the width, but this is a nice
quick fix.
The intent is to use them for menus, tooltips and anything else along
those lines, but windows was a good starting point (and puts a border
along the top of the window too).
By default, horizontal and vertical layouts expand to fill their parent
in their on-axis direction (horizontally for horizontal layouts), but
fit to their child views in their off-axis.
Flexible space views take advantage of auto-expansion, pushing sibling
views such that the grandparent view is filled on the parent view's
on-axis, and the parent view is filled by the space in the parent view's
off-axis. Flexible views currently have a background fill, allowing them
to provide background filling of the overall view with minimal overdraw
(ancestor views don't need to have any fill at all).
It does almost nothing (just puts a non-function button on the screen),
but it will help develop the IMUI code and, of course, come to help with
debugging in general.
It's usually desirable to hide the cursor when playing quake, but when
using the console, or in various other states, being able to see the
cursor can be quite important.
I never liked it, but with C2x coming out, it's best to handle bools
properly. I haven't gone through all the uses of int as bool (I'll leave
that for fixing when I encounter them), but this gets QF working with
both c2x (really, gnu2x because of raw strings).
The hierarchy leak was particularly troublesome to fix, but now the
hierarchies get updated (and freed) automatically just by removing the
hierarchy reference component from the entity. I suspect there will be
issues with entities that are on multiple hierarchies, but I'll sort
that out later.
It should have been this way all along, and it seems I thought they were
when I did rua_gui.c as it already freed its resource block, which would
have been a double free (oops). Fixes an invalid write when shutting
down progs in qwaq-cmd (relevant change not committed).
This will make it easy for client code to set up data needed by the
console before the console initializes. It already separates console
cvar setup and initialization, which has generally been a good thing.
The pic is scaled to fill the specified rect (then clipped to the
screen (effectively)). Done just for the console background for now, but
it will be used for slice-pics as well.
Not implemented for vulkan yet as I'm still thinking about the
descriptor management needed for the instanced rendering.
Making the conback rendering conditional gave an approximately 3% speed
boost to glsl with the GL stub (~12200fps to ~12550fps), for either
conback render method.
The wording might seem a little odd, but cl_screen is really the full 2D
client HUD while the console is completely independent of the client and
shouldn't know that the client even exists. Ideally, the resize events
would be handled by the canvas system, to which end this is a small
step.
Instead of creating new entities for the text views. This approximately
halves the number of entities required to display flowed text, but also
tests the ability to have an entity in multiple hierarchies (the goal of
the ECS component and system changes).
While this does require an extra call after registering components, it
allows for multiple component sets (ie, sub-systems) to be registered
before the component pools are created. The base id for the registered
component set is returned so it can be passed to the subsystem as
needed.
This means that the component id used for hierarchy references must be
passed to Hierarchy_New and Hierarchy_Copy, but does all an entity to
have more than one hierarchy, which is useful for canvases (hierarchies
of views) in the 3d world (the canvas root would have a 3d hierarchy
reference and a 2d (view) hierarchy reference).
Currently only for gl/glsl/vulkan. However, rather than futzing with
con_width and con_height (and trying to guess good values), con_scale
(currently an integer) gives consistent pixel scaling regardless of
window size.