Commit graph

14 commits

Author SHA1 Message Date
Bill Currie
6f6f47e27e [gamecode] Drop bool ops in favor of long bit ops
I realized that being able to do bit-wise operations with 64-bit values
(and 256-bit vectors) is far more important than some convenient boolean
logic operators. The logic ops can be handled via the bit-wise ops so
long as the values are all properly boolean, and I plan on adding some
boolean conversion ope, so no real loss.
2022-01-13 14:24:11 +09:00
Bill Currie
0fb6619585 [gamecode] Compact the convert instructions into one
Thanks to Deek for the suggestion: the mode (ie, src and dst types) are
encoded in st->b. Actual code not written yet, but this frees up 13
instructions: now have 74 available for really interesting stuff :)
2022-01-10 11:53:57 +09:00
Bill Currie
b9e32ee2f5 [gamecode] Rework call and return instructions
The call1-8 instructions have been removed as they are really not needed
(they were put in when I had plans of simple translation of v6p progs to
ruamoko, but they joined the dinosaurs).

The call instruction lost mode A (that is now return) and its mode B is
just the regular function access. The important thing is op_c (with
support for with-bases) specifies the location of the return def.

The return instruction packs both its addressing mode and return value
size into st->c as a 3.5 value: 3 bits for the mode (it supports all
five addressing modes with entity.field being mode 4) and 5 for the
size, limiting return sizes to 32 words, which is enough for one 4x4
double matrix.

This, especially with the following convert patch, frees up a lot of
instructions.
2022-01-10 11:53:14 +09:00
Bill Currie
ba29be3f82 [gamecode] Rename ifnot and if to be less confusing
I think :) anyway, now they're ifz and ifnz, making them consistent with
the rest of the if instructions.
2022-01-10 11:27:57 +09:00
Bill Currie
db7a67e5b7 [gamecode] Rearrange vector instructions
This allows the dot products to be consistent with their sizes: cdot is
really dot_2, vdot dot_3, and qdot dot_4.
2022-01-10 11:16:55 +09:00
Bill Currie
494a6908bb [gamecode] Improve with's comment 2022-01-10 11:04:43 +09:00
Bill Currie
86e81ba250 [gamecode] Rearrange the branch instructions
Now they're in a much more consistent arrangement, in particular with
the comparison opcodes if the conditional branch instructions are
considered to be fast comparisons with zero (ifnot -> ifeq, if -> ifne,
etc). Unconditional jump and call fill in the gaps. The goal was to get
them all in an arrangement that would work as a small enum for qfcc: it
can use the enum directly for the ruamoko IS, and a small map array for
v6p (except for call).
2022-01-09 01:07:23 +09:00
Bill Currie
7d5c692313 [gamecode] Generate the new opcodes enum too
It turns out I'll be tweaking it more than I expected.
2022-01-09 01:04:51 +09:00
Bill Currie
e186d5064d [gamecode] Correct return's opname
Not meant to have the size in it.
2022-01-07 21:48:19 +09:00
Bill Currie
8559a4fe2d whitespace 2022-01-07 21:48:02 +09:00
Bill Currie
1cb35b1fe3 [gamecode] Fix some more operand formats
With and relative branches.
2022-01-06 22:27:09 +09:00
Bill Currie
c0277c0b03 [gamecode] Fix incorrect entity load format
Had a typo in load and forgot to edit lea, but now they share the
formats (like they should have in the first place).
2022-01-06 11:51:38 +09:00
Bill Currie
c74cfb9bf6 [gamecode] Generate instruction widths and types
Not everything is correct, but this is enough to get started on
supporting disassembly in the various tools and code generation in qfcc.
2022-01-05 22:33:59 +09:00
Bill Currie
0b92cd3a88 [gamecode] Generate the new opcode table
As I expect to be tweaking things for a while, it's part of the build
process. This will make it a lot easier to adjust mnemonics and argument
formats (tweaking the old table was a pain when conventions changed).

It's not quite done as it still needs arg widths and types.
2022-01-05 19:09:07 +09:00