Handle type encodings aren't actually compatible with basic type
encodings as their width is always one and thus the tag field collides
with the basic type encoding's width field.
ptrmove was not treating its indirect source operand as used because the
pointer wasn't checked for its source.
This fixes part of ptrstructinit, but there's a lot more breakage in
that test: it looks like all sorts of fun with arrays.
There were a few places where some const-casts were needed, but they're
localized to code that's supposed to manipulate types (but I do want to
come up with something to clean that up).
When I implemented the st_alias handing (d8a78fc849) I was
unsure if I needed to unalias aliased defs too, but it turns out to have
been necessary: this is what caused my 2d PGA dynamics test to blow up
strangely due to the GA vector loaded from an array into a local
variable getting the local var replaced by a temp but the var itself
being read later in the code (uninitialized variable due to incorrect
optimization... oops).
When sum_expr gets a null expression as one of its args, it simply
returns the other arg, but that arg needs to have the correct type
applied.
Handle zero (null result) cross product in bivector geometric product.
Clean up types in bivector * vector geometric product.
I'm not sure the regressive product is right (overall sign), but that's
actually partly a problem in the math itself (duals and the regressive
product still get poked at, so it may be just a matter of
interpretation).
I'm not sure anything other than == or != has much meaning on anything
but scalars and pseudo scalars, but all comparisons are supported as a
simple boolean test. Any missing components are assumed to be 0. If
nothing else, it makes unit tests easier to write.
It turns out the algebra types make expression dag creation much more
difficult resulting in missed optimizations (eg, recognizing `a × a`).
This fixes the dead cross products in `⋆(s.B × ⋆s.B)`
The switch to using expression dags instead of trees meant that the
statement generator could traverse sub-expressions multiple times. This
is inefficient but usually ok if there are no side effects. However,
side effects and branches (usually from ?:, due to labels) break: side
effects happen more than once, and labels get emitted multiple times
resulting in orphaned statement blocks (and, in the end, uninitialized
temporaries).
Just running through the list of expressions in a block expression
results in label expressions within the block getting printed by
expressions that reference them and thus don't receive the correct next
pointer and wind up pointing to themselves. Printing the labels first
ensures they have the correct next pointer. However, I suspect there are
other ways things will get tangled.
evdev can send multiple event packets for a single "event", but QF was
reading them one per frame, thus the feeling of buffered input at lower
frame rates (because they were buffered in the kernel). This also takes
care of most of the jerky motion with my 3d mouse, though there is still
a weird snap every second or so when rotating and translating at the
same time.
There's still a lot of work needed to separate out quake from
quakeforge, but this lets my test scene get a rather mangled scene
rendering (weird translucency: not sure what I've done wrong: probably
bad clear).
It turns out what I thought was a cascade selection bug was just very
bad choice of cascade steps: factors of 8 just don't work nicely. I'm
not sure that simple factors work all that well, either. I need to make
the cascade system configurable and probably support more cascades.
This puts pixels that have not been rendered at infinity. I was rather
surprised to see fog in my test scene, but it depended on my position
relative to the origin, so something was definitely off (the pixels were
at the origin).
I'm not sure why the final range was only a factor of 4 instead of 8.
There are still issues with range selection, but I'll look into them in
a bit (flying around my little test scene really shows the problems).
IN_UpdateAxis (for nice handling of axis updates, especially relative
motion for mice) and IN_Binding_HandleEvent because registering an event
handler blocks qwaq's internall call to IN_Binding_HandleEvent.