Commit graph

2460 commits

Author SHA1 Message Date
Bill Currie
89f8dfce09 [input] Clear button inputs when IN_ClearStates called
This fixes the annoying persistence of inputs when respawning and
changing levels. Axis input clearing is hooked up but does nothing as of
yet. Active device input clearing has always been hooked up, but also
does nothing in the evdev and x11 drivers.
2022-05-19 16:47:47 +09:00
Bill Currie
925300716b [mode] Go back to using dclipnode_t everywhere
It was added only because FitzQuake used it in its pre-bsp2 large-map
support. That support has been hidden in bspfile.c for some time now.
This doesn't gain much other than having one less type to worry about.

Well tested on Conflagrant Rodent (the map that caused the need for
mclipnode_t in the first place).
2022-05-19 15:16:53 +09:00
Bill Currie
0bf903afd0 [bspfile] Document the bsp file data structures
While I still have a couple of questions unanswered, this takes care of
what I needed to know for now (and then some).
2022-05-19 13:26:45 +09:00
Bill Currie
0ba8d44654 More doxygen tweaks 2022-05-19 13:26:45 +09:00
Bill Currie
495e71193e [input] Fix some doxygen breakage 2022-05-19 13:26:45 +09:00
Bill Currie
765b61d133 [vulkan] Remove elements_t type
This was one of the biggest reasons I had trouble understanding the bsp
display list code, but it turns out it was for dealing with GLES's
16-bit limit on vertex indices. Since vulkan uses 32-bit indices,
there's no need for the extra layer of indirection. I'm pretty sure it
was that lack of understanding that prevented me from removing it when I
first converted the glsl bsp code to vulkan (ie, that 16-bit indices
were the only reason for elements_t).

It's hard to tell whether the change makes much difference to
performance, though it seems it might (noisy stats even over 50 timedemo
loops) and the better data localization indicate it should at least be
just as good if not better. However, the reason for the change is
simplifying the data structures so I can make bsp rendering thread-safe
in preparation for rendering shadow maps.
2022-05-19 13:26:45 +09:00
Bill Currie
bc82241e1c [client] Pre-cache temp entity data after clearing memory
This is a particularly ancient bug, sort of introduced by rhamph when he
optimized temp entity model handling and later exacerbated by me.
However, I suspect the actual problem is limited to nq as qw's gamedir
handling would have caused the models to be reloaded, but nq doesn't
ever change game directories once running.
2022-05-19 13:26:45 +09:00
Bill Currie
775f3b87a8 [bsp] Add a comment about leaf marksurfaces
They should probably be cause leafsurfaces since they are the actual
surfaces of the leaf: ie, the faces of the leaf mesh if each leaf was
sub-sub-model.
2022-05-19 13:26:45 +09:00
Bill Currie
e1e4bf5659 [vulkan] Up the light limit to 768
For now, at least (I have some ideas to possibly reduce the numbers and
also to avoid the need for actual limits). I've seen gmsp3v2 use over
500 lights at once (it has over 1300), and I spent too long figuring out
that weird light behavior was due to  the limit being hit and lights
getting dropped (and even longer figuring out that more weird behavior
was due to the lack of shadows and the world being too bright in the
first place).
2022-05-19 13:26:45 +09:00
Bill Currie
9237d83b56 [vulkan] Fix some comments and developer output 2022-05-19 13:26:45 +09:00
Bill Currie
ceaac00453 [vulkan] Free the staging buffer's command buffers
Since the staging buffer allocates the command buffers it uses, it
needs to free them when it is freed. I think I was confused by the
validation layers not complaining about unfreed buffers when shutting
down, but that's because destroying the pool (during program shutdown,
when the validation layers would complain) frees all the buffers. Thus,
due to staging buffers being created and destroyed during the level load
process, (rather large) command buffers were piling up like imps in a
Doom level.

In the process, it was necessary to rearrange some of the shutdown code
because vulkan_vid_render_shutdown destroys the shared command pool, but
the pool is required for freeing the command buffers, but there was a
minor mess of long-lived staging buffers being freed afterwards. That
didn't end particularly well.
2022-05-13 10:19:08 +09:00
Bill Currie
ef87baf339 [model] Undo brush texture changes in 4f58429137
While gcc was quite correct in its warning, all I needed was to
explicitly truncate the string. I don't remember why I didn't do that
back when I made the changes in 4f58429137, but it works now, and the
surrounding code does expect the string to be no more than 15 chars
long. This fixes yet another memory leak (but timedemo over multiple
runs still leaks like a sieve).
2022-05-13 00:46:27 +09:00
Bill Currie
aabf3e14f8 [model] Support freeing of skin data
I doubt it's enough, but it does seem to cover what's needed for glsl
(maybe not the actual textures, unsure there, but I think they're
recycled).
2022-05-12 22:46:31 +09:00
Bill Currie
bc674657cb [plugin] Ensure plugins get unloaded during shutdown
This included pre-registered (static) plugins.

Surprisingly, PI_Shutdown was never called.
2022-05-12 20:58:39 +09:00
Bill Currie
8db8f91e7d [input] Plug a pile of memory leaks
While most were "harmless" in that they were held pointers at shutdown,
a few bugs were exposed in the imt code.
2022-05-12 19:58:18 +09:00
Bill Currie
973ae0ad54 [gamecode] Add PR_Shutdown for tearing down a VM
This is meant for a "permanent" tear-down before freeing the memory
holding the VM state or at program shutdown. As a consequence, builtin
sub-systems registering resources are now required to pass a "destroy"
function pointer that will be called just before the memory holding
those resources is freed by the VM resource manager (ie, the manager
owns the resource memory block, but each subsystem is responsible for
cleaning up any resources held within that block).

This even enhances thread-safety in rua_obj (there are some problems
with cmd, cvar, and gib).
2022-05-12 19:58:18 +09:00
Bill Currie
f91167d74a [hash] Use uintptr_t for all hashes
This fixes the inconsistent hash types and removes all references to
"long", making for better portability.
2022-05-12 18:52:36 +09:00
Bill Currie
978d0306c0 [hash] Rename the publicly visible hashlink_t to hashctx_t
I think my biggest problem with the hashlink freelist parameter was how
much implementation it exposed in just the name.
2022-05-12 18:02:01 +09:00
Bill Currie
86faeba31a [vulkan] Plug some leaking sprite descriptors
I'd forgotten to free them when unloading a model, thus the segfault
after about 31 timedemo runs.
2022-05-11 01:52:22 +09:00
Bill Currie
1e65ec22f9 [gl] Use a scrap for lightmaps
This gives a rather significant speed boost to timedemo demo1: from
about 2300-2360fps up to 2520-2600fps, at least when using
multi-texture.

Since it was necessary for testing the scrap, gl got the ability to set
the console background texture, too.
2022-05-11 00:33:47 +09:00
Bill Currie
7ed452027c [model] Rearrange msurface_t for better efficiency
It's down to 128 bytes from 184, which fits nicely in two cache lines.
This made a nice difference to glsl, unknown to vulkan (it crashed after
about 31/51 timedemo loops), and was a was for sw and gl.
2022-05-11 00:33:47 +09:00
Bill Currie
0f7e6734f7 [model] Make firstmarksurface an int instead of pointer
While it takes one extra step to grab the marksurface pointer,
R_MarkLeaves and R_MarkLights (the two actual users) seem to be either
the same speed or fractionally faster (by a few microseconds). I imagine
the loss gone to the extra fetch is made up for by better bandwidth
while traversing the leafs array (mleaf_t now fits in a single cache
line, so leafs are cache-aligned since hunk allocations are aligned).
2022-05-11 00:33:47 +09:00
Bill Currie
600e7ecbea [renderer] Resurrect r_dlightframecount
This fixes dynamic light map updates for gl, glsl, and sw, but gl has
problems with map submodels not being dynamically lit.
2022-05-10 17:07:16 +09:00
Bill Currie
b33df8b698 [vulkan] Clean up a pile of unnecessary includes 2022-05-08 17:57:40 +09:00
Bill Currie
e62b7d7b05 [vulkan] Allow QFV_ImageFormat to select unorm or srgb
This is definitely something that should be selectable per image and not
hard-coded into the engine.
2022-05-08 14:15:20 +09:00
Bill Currie
1dff24dbd0 [scene] Implement Hierarchy_Copy
It copies an entire hierarchy (minus actual entities, but I'm as yet
unsure how to proceed with them), even across scenes as the source scene
is irrelevant and the destination scene is used for creating the new
transforms.
2022-05-08 11:14:00 +09:00
Bill Currie
c924329843 [scene] Use same id for entity queue test and add
This fixes the multiple draws of the same entity. Should be a small
speedup for all renderers :)
2022-05-07 15:45:11 +09:00
Bill Currie
08c8b8d51b [vulkan] Add entity labels to command queues
Brush models looked a little too tricky due to the very different style
of command queue, so that's left for now, but alias, iqm and sprite
entities are now labeled. The labels are made up of the lower 5 hex
digits of the entity address, the position, and colored by the
normalized position vector. Not sure that's the best choice as it does
mean the color changes as the entity moves, and can be quite subtle
between nearby entities, but it still helps identify the entities in the
command buffer.

And, as I suspected, I've got multiple draw calls for the one ogre. Now
to find out why.
2022-05-07 15:45:11 +09:00
Bill Currie
c59ab8882d [vulkan] Label renderpass and subpass sections
This makes finding the relevant commands in render doc much much easier.
2022-05-07 15:45:11 +09:00
Bill Currie
8795b8eb91 [vulkan] Get IQM rendering working
The bones aren't animated yet (and I realized I made the mistake of
thinking the bone buffer was per-model when it's really per-instance (I
think this mistake is in the rest of QF, too)), skin rendering is a
mess, need to default vertex attributes that aren't in the model...
Still, it's quite satisfying seeing Mr Fixit on screen again :)

I wound up moving the pipeline spec in with the rest of the pipelines as
the system isn't really ready for separating them.
2022-05-07 10:14:22 +09:00
Bill Currie
79add5590b [build] Fix some make distcheck issues
The never ending battle against bit-rot.
2022-05-06 15:50:13 +09:00
Bill Currie
d850285e3f [ruamoko] Allow scenes to be fetched by C code
Need to clean up that part of the API, though.
2022-05-05 23:49:31 +09:00
Bill Currie
41a12f066b [client] Clean up light loading
By adding Light_AddLight to scene light management
2022-05-05 23:49:31 +09:00
Bill Currie
df5b471342 [scene] Support ambient lighting in worldspawn
Abyss of Pandemonium uses global ambient light a lot, but doesn't
specify it in every map (nothing extracting entities and adding a
reasonable value can't fix). I imagine some further tweaking will be
needed.
2022-05-05 23:49:30 +09:00
Bill Currie
4a4e16399a [client] Clean up world entity parsing a bit
Now the entities are parsed only once and the resulting data reused.
2022-05-05 23:49:30 +09:00
Bill Currie
9ee0eada1f [vulkan] Move non-specific lighting code out of Vulkan
The parsing of light data from maps is now in the client library, and
basic light management is in scene. Putting the light loading code into
the Vulkan renderer was a mistake I've wanted to correct for a while.
The client code still needs a bit of cleanup, but the basics are working
nicely.
2022-05-05 23:49:30 +09:00
Bill Currie
e9ad7b748b [renderer] Use scene_t to set the model data
This replaces *_NewMap with *_NewScene and adds SCR_NewScene to handle
loading a new map (for quake) in the renderer, and will eventually be
how any new scene is loaded.
2022-05-05 14:46:02 +09:00
Bill Currie
e323fbbbed [vulkan] Rework lighting model to be more algebraic
This leaves only the one conditional in the shader code, that being the
distance check. It doesn't seem to make any noticeable difference to
performance, but other than explosion sprites being blue, lighting
quality seems to have improved. However, I really need to get shadows
working: marcher is just silly-bright without them, and light levels
changing as I move around is a bit disconcerting (but reasonable as
those lights' leaf nodes go in and out of visibility).
2022-05-05 08:40:02 +09:00
Bill Currie
8e658eac78 [vulkan] Correct a pile of copyright attributions
Id Software had pretty much nothing to do with the vulkan renderer (they
still get credit for code that's heavily based on the original quake
code, of course).
2022-05-04 14:44:54 +09:00
Bill Currie
2d75a652f1 [vulkan] Remove a dead file
I guess I forgot to delete draw.h when I added qf_draw.h.
2022-05-04 14:44:54 +09:00
Bill Currie
3de10f32c7 [ruamoko] Add builtins for handling models
Just "loading" and "unloading" (both really just hints due to the
caching system), and an internal function for converting a handle to a
model pointer, but it let me test IQM loading and unloading in Vulkan.
2022-05-04 14:44:54 +09:00
Bill Currie
ecf33fe8e3 [model] Add a function to "unload" models
The model system is rather clunky as it is focused around caching, so
unloading is more of a suggestion than anything, but it was good enough
for testing loading and unloading of IQM models in Vulkan.
2022-05-04 14:13:18 +09:00
Bill Currie
bbca22c722 [vulkan] Add support for IQM models
Despite the base IQM specification not supporting blend-shapes, I think
IQM will become the basis for QF's generic model representation (at
least for the more advanced renderers). After my experience with .mu
models (KSP) and unity mesh objects (both normal and skinned), and
reviewing the IQM spec, it looks like with the addition of support for
blend-shapes, IQM is actually pretty good.

This is just the preliminary work to get standard IQM models loading in
vulkan (seems to work, along with unloading), and they very basics into
the renderer (most likely not working: not tested yet). The rest of the
renderer seems to be unaffected, though, which is good.
2022-05-04 14:07:27 +09:00
Bill Currie
a4f500da3c [vulkan] Add a mini resource subsystem
The resource subsystem creates buffers, images, buffer views and image
views in a single batch operation, using a single memory object to back
all the buffers and images. I had been doing this by hand for a while,
but got tired of jumping through all those vulkan hoops. While it's
still a little tedious to set up the arrays for QFV_CreateResource (and
they need to be kept around for QFV_DestroyResource), it really eases
calculation of memory object size and sub-resource offsets. And
destroying all the objects is just one call to QFV_DestroyResource.
2022-05-04 13:59:38 +09:00
Bill Currie
9d7cad420d [vulkan] Add a function to translate QFFormat to VkFormat
It's not great, but it does produce reasonable results for the formats
supported by QF's image system.
2022-05-04 13:57:02 +09:00
Bill Currie
a77aa16318 [vulkan] Make some headers order-indepenedent
In that they don't need Vulkan/qf_vid.h included first.
2022-05-04 13:55:56 +09:00
Bill Currie
419d91edc5 [image] Set texture type for no-load tga images
I might need to do similar for other formats, but i ran into the problem
of the texture type being tex_palette instead of the expected tex_rgba
when pre-(no-)loading a tga image resulting in Vulkan not liking my
attempt at generating mipmaps.
2022-05-04 13:50:55 +09:00
Bill Currie
ef6e4722d5 [simd] Add some comments to mat4fquat
Having to refigure out what values are going into the vectors got old
very fast. The comments don't help with verifying the values, but at
least I can tell at a glance where 2(xy - wz) goes and thus determine
the "orientation" of the matrix.
2022-05-04 13:48:34 +09:00
Bill Currie
fe891dd70b Merge branch 'master' into wip-rua_scene 2022-05-01 14:46:47 +09:00
Bill Currie
8ac53664d7 [simd] Rename VEC_TYPE to QF_VEC_TYPE
Makes it less likely to clash with anything (like qfcc's VEC_TYPE :P)
2022-04-29 16:59:55 +09:00
Bill Currie
71ae7aac4a [gamecode] Add macros for long and ulong 2022-04-29 16:59:15 +09:00
Bill Currie
6d62e91ce7 [gamecode] Clean up progs data access
pr_type_t now contains only the one "value" field, and all the access
macros now use their PACKED variant for base access, making access to
larger types more consistent with the smaller types.
2022-04-29 16:59:15 +09:00
Bill Currie
fddff1c24d Merge branch 'master' into wip-rua_scene 2022-04-25 08:13:35 +09:00
Bill Currie
f6baa16084 [cvar] Remove the cvar lists
They're really redundant, and removing the next pointer makes for a
slightly smaller cvar struct. Cvar_Select was added to allow finding
lists of matching cvars.

The tab-completion and config saving code was reworked to use the hash
table DO functions. Comments removed since the code was completely
rewritten, but still many thanks to EvilTypeGuy and Fett.
2022-04-25 00:26:45 +09:00
Bill Currie
8bd626a3e4 [hash] Add a couple of data-oriented functions
Hash_Select returns a list of elements that match a given criterion
(select callback returning non-0).

Hash_ForEach simply calls a function for every element.
2022-04-25 00:18:22 +09:00
Bill Currie
bafe54b010 [view] Add a cexpr enum for grav_t
And use it for hud_scoreboard_gravity. Putting the enum def in view made
the most sense as view does own the base type and the enum is likely to
be by useful for other settings.
2022-04-24 21:09:58 +09:00
Bill Currie
9f876390f0 [input] Fix up some mistranslated cvars
My script didn't know what type to make the cvars since they're not used
directly by the code, so they got treated as strings instead of ints or
floats.
2022-04-24 19:15:22 +09:00
Bill Currie
12c84046f3 [cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.

As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.

The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).

While not used yet (partly due to working out the design), cvars can
have a validation function.

Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.

nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-24 19:15:22 +09:00
Bill Currie
aad4546c01 [cexpr] Expose cexpr assignment
This makes it much easier for other systems (in particular, cvar) to
copy values safely.
2022-04-24 19:15:22 +09:00
Bill Currie
021ec4962b [cexpr] Add optional error message prefix string
The prefix gives more context to the error messages, making the system a
lot easier to use (it was especially helpful when getting my cvar revamp
into shape).
2022-04-24 19:15:22 +09:00
Bill Currie
d68db74049 [cexpr] Add a flags type
Based on the flags type used in vkparse (difference is the lack of
support for plists). Having this will make supporting named flags in
cvars much easier (though setting up the enum type is a bit of a chore).
2022-04-24 19:15:22 +09:00
Bill Currie
392e032ce2 [cexpr] Add a get_string function to exprtype_t
This allows for easy (and safe) printing of cexpr values where the type
supports it. Types that don't support printing would be due to being too
complex or possibly write-only (eg, password strings, when strings are
supported directly).
2022-04-24 19:13:54 +09:00
Bill Currie
db5b77c838 [cexpr] Require designated initializers for exprtype_t
This will make expanding it much safer in the future.
2022-04-24 17:31:17 +09:00
Bill Currie
55f7886607 Remove some long dead cvars
The declarations were still around, but the creation and code using them
was removed long ago.
2022-04-24 17:23:46 +09:00
Bill Currie
ef574e67d0 [net] Remove client references from net_main
This is progress towards #23. There are still some references to
host_time and host_client (via nq's server.h), and a lot of references
to sv and svs, but this is definitely a step in the right direction.
2022-04-24 17:21:58 +09:00
Bill Currie
b2d4fa0ccf [vulkan] Break render pass parsing away from swapchain
This allows a single render pass description to be used for both
on-screen and off-screen targets. While Vulkan does allow a VkRenderPass
to be used with any compatible frame buffer, and vkparse caches a
VkRenderPass created from the same description, this allows the same
description to be used for a compatible off-screen target without any
dependence on the swapchain. However, there is a problem in the caching
when it comes to targeting outputs with different formats.
2022-04-24 17:04:10 +09:00
Bill Currie
32a395a8d5 [dox] Fix up some doxygen issues
I found a few doxygen related patches in my git stash and while testing
them, found a few doc issues.
2022-04-13 14:17:58 +09:00
Bill Currie
e97b96b536 Remove some long dead cvars
The declarations were still around, but the creation and code using them
was removed long ago.
2022-04-13 14:17:58 +09:00
Bill Currie
4d443d3114 [vid] Fix non-utf8 circle-c in fbset
Python didn't like reading the files.
2022-04-13 10:35:40 +09:00
Bill Currie
f6541dbe3f [net] Remove client references from net_main
This is progress towards #23. There are still some references to
host_time and host_client (via nq's server.h), and a lot of references
to sv and svs, but this is definitely a step in the right direction.
2022-04-06 19:32:55 +09:00
Bill Currie
e40f3f4f93 [model] Make alias skin loading a batch operation
Really, this won't make all that much difference because alias models
with more than one skin are quite rare, and those with animated skin
groups are even rarer. However, for those models that do have more than
one skin, it will allow for reduced allocation overheads, and when
supported (glsl, vulkan, maybe gl), loading all the skins into an array
texture (since all skins are the same size, though external skins may
vary), but that's not implemented yet, this just wraps the old one skin
at a time code.
2022-04-04 15:38:27 +09:00
Bill Currie
bbbdc41af3 [vulkan] Break render pass parsing away from swapchain
This allows a single render pass description to be used for both
on-screen and off-screen targets. While Vulkan does allow a VkRenderPass
to be used with any compatible frame buffer, and vkparse caches a
VkRenderPass created from the same description, this allows the same
description to be used for a compatible off-screen target without any
dependence on the swapchain. However, there is a problem in the caching
when it comes to targeting outputs with different formats.
2022-04-02 11:42:36 +09:00
Bill Currie
9b11992de4 [plist] Fix some typos and improve plfield_t's docs 2022-04-02 10:53:23 +09:00
Bill Currie
9892e571ce [vulkan] Move viewport and scissor into qfv_renderpass_t
This makes much more sense as they are intimately tied to the frame
buffer on which a render pass is working. Now, just the window width
and height are stored in vulkan_ctx_t. As a side benefit,
QFV_CreateSwapchain no long references viddef (now just palette and
conview in vulkan_draw.c to go).
2022-04-01 20:34:41 +09:00
Bill Currie
11e30583cf [vulkan] Switch to full screen triangle instead of quad
While I have trouble imagining it making that much performance
difference going from 4 verts to 3 for a whopping 2 polygons, or even
from 2 triangles to 1 for each poly, using only indices for the vertices
does remove a lot of code, and better yet, some memory and buffer
allocations... always a good thing.

That said, I guess freeing up a GPU thread for something else could make
a difference.
2022-04-01 19:50:41 +09:00
Bill Currie
6bbbe4997b [vulkan] Invalidate mapped capture image memory
I think I had gotten lucky with captures not being corrupt due to them
being much bigger than all but the L3 cache (and then they're over 1/2
the size), so the memory was being automatically invalidated by other
activity. Don't want to trust such luck, though.
2022-04-01 16:19:10 +09:00
Bill Currie
ddfacf61ee [qw] Get remote screen shots working again
Probably better than they ever have, really, since I think they were
broken for one renderer or another.
2022-04-01 02:04:24 +09:00
Bill Currie
790f62a209 [image] Make WritePNG take settings from tex_t
This means that a tex_t object is passed in instead of just raw bytes
and width and height, but it means the texture can specify whether it's
flipped or uses BGR instead of RGB. This fixes the upside down
screenshots for vulkan.
2022-04-01 01:01:53 +09:00
Bill Currie
acffacc59b [renderer] Make screen capture support asynchronous operation
This fixes (*ahem*) the vulkan renderer segfaulting when attempting to
take a screenshot. However, the image is upside down. Also, remote
snapshots and demo capture are broken for the moment.
2022-04-01 01:01:53 +09:00
Bill Currie
a29836cc2c [quakefs] Return QFile pointer from QFS_NextFile(name)
QFS_NextFilename was renamed to QFS_NextFile to reflect the fact it now
returns a QFile pointer for the newly created file (as well as the
name). This necessitated updating WritePNG to take a file pointer
instead of a file name, with the advantage that WritePNGqfs is no longer
necessary and callers have much more control over the creation of the
file.

This makes QFS_NextFile much more secure against file system race
conditions and attacks (at least in theory). If nothing else, it will
make it more robust in a multi-threaded environment.
2022-03-31 17:27:04 +09:00
Bill Currie
a35bfef24c [sys] Add a function to safely create a unique file
QF currently uses unique file names for screenshots and server-side
demos (and remote snapshots), but they're generally useful.
QFS_NextFilename has been filling this role, but it is highly insecure
in its current implementation. This is the first step to taking care of
that.
2022-03-31 16:44:19 +09:00
Bill Currie
020ada9fb1 [util] Clean up nested macro temp var names a little
clang doesn't like the same variable name being used in nested
expression statements, so give the "safety" variables in reused macros
semi-meaningful (based on macro name) tails to keep them separate.
2022-03-31 14:44:51 +09:00
Bill Currie
7a6ca0ebcb [simd] Use portable swizzles
gcc and clang have rather different swizzle builtins, but both do a nice
job of optimizing the intuitive initializer swizzle (I think gcc 8(?)
didn't do such a good job thus my use of __builtin_shuffle).
2022-03-31 02:25:33 +09:00
Bill Currie
a6df8ab995 [renderer] Move a couple functions to using vec4f_t
Makes for a few less FIXMEs and better consistency with vectors.
2022-03-30 23:53:30 +09:00
Bill Currie
da42aaf423 [sound] Use vec4f_t for api functions
Fixes a few vec3_t/vec4f_t FIXMEs.
2022-03-30 23:42:38 +09:00
Bill Currie
d35154ecf1 [vulkan] Clean up a lot of unnecessary includes
Too much copying of base files.
2022-03-30 15:54:07 +09:00
Bill Currie
495dd759f0 [renderer] Clean up FOV and viewport handling
Viewport and FOV updates are now separate so updating one doesn't cause
recalculations of the other. Also, perspective setup is now done
directly from the tangents of the half angles for fov_x and fov_y making
the renderers independent of fov/aspect mode. I imagine things are a bit
of a mess with view size changes, and especially screen size changes
(not supported yet anyway), and vulkan winds up updating its projection
matrices every frame, but everything that's expected to work does
(vulkan errors out for fisheye or warp due to frame buffer creation not
being supported yet).
2022-03-30 14:55:32 +09:00
Bill Currie
f21c2178fa [renderer] Move cshift defs into client
Definitely not something for the renderer to care about directly (ie, at
most, a post-process filter setting or palette update, which is how it
actually is currently).
2022-03-29 14:46:46 +09:00
Bill Currie
3c86764eb2 [scene] Move entity_t etc into scene headers
I meant to do this a while ago but forgot about it. Things are a bit of
a mess in that the renderer knows too much about entities, but
eventually the renderer will know about only things to render (meshes,
particles, etc).
2022-03-29 14:43:38 +09:00
Bill Currie
75d7f4cecb [renderer] Clean up particles a little
The quake-specific enums are now in the client header, and the particle
system now has a gravity field rather than getting it from
vid_render_data (which I hope to eventually get rid of entirely).
2022-03-29 14:43:38 +09:00
Bill Currie
d53b0b0064 [sw] Clean up use of vid.colormap8
The main goal was to not update the colormap pointers when only the
viewport or fov changed.
2022-03-29 14:43:38 +09:00
Bill Currie
3103f400fd [sw] Clean up r_refdef and R_ViewChanged
r_refdef is really meant for holding the various screen "constants" for
the software renderer rather than the more generic scene stuff. All the
fields referenced by the low level rendering code (especially assembly)
have been moved to the beginning of the struct (and nicely fit within 64
bytes). The other fields should be moved elsewhere, but not this commit.

On top of that, R_ViewChanged is much easier to read, and there are
fewer static globals.
2022-03-27 15:32:00 +09:00
Bill Currie
12776e487a [gl] Implement screen warping for liquids
It's not the most efficient code (uses sin() directly), but at least it
works (and with about 75% cpu headroom at 72fps on my machine).
2022-03-26 18:13:37 +09:00
Bill Currie
a0adca011f [gl] Get fisheye working with frame buffers
Of course, it's not as correct as glsl or sw due to using polygons and
uvs rather than a fragment shader (not that such is out of the question
since GL 3.0 is requested, but I don't feel like getting shaders going
just for a couple of post-processing effects in an obsolete renderer).
2022-03-26 12:51:31 +09:00
Bill Currie
aa41259008 [gl] Clean out the last of the mirror code
Stragglers...
2022-03-26 10:27:16 +09:00
Bill Currie
303756b41b [gl] Remove the envmap command
It has never worked, but it should be easy enough to implement for all
renderers since fisheye does the same thing.
2022-03-26 10:27:16 +09:00
Bill Currie
f2bc5b560f [renderer] Clean up post processing
While it's not where I want it to be, it at least now no longer messes
with frame buffer binding or the view ports. This involved switching
around buffers in D_WarpScreen so that the main buffer could be bound
before post-processing.
2022-03-26 00:42:43 +09:00
Bill Currie
286344c7b6 [glsl] Implement fisheye rendering
The code dealing with state is a bit of a mess, but everything is
working nicely. Get around 400fps when all 6 faces need to be rendered
(no surprise: it should be about 1/6 of that for normal rendering). The
messy state handling code did not come as a surprise as I suspected
there were various mistakes in my scene rendering "recipe", and fisheye
highlighted them nicely (I'm sure getting this stuff working in Vulkan
will highlight even more issues).
2022-03-25 12:22:16 +09:00
Bill Currie
18aae8205e [glsl] Implement screen warp when in liquids
Finally, after a decade :P Looks pretty good, too, and is (almost)
properly scaled to the resolution (almost because the effect is a little
squashed, but I think the sw renderer does the same).
2022-03-25 09:01:27 +09:00
Bill Currie
00362e9f4e [gl] Explicitly request compatibility profile
And core profile for glsl
2022-03-25 09:01:11 +09:00
Bill Currie
20a2e7e06f [renderer] Get sw fisheye working again
Again, gl/vulkan not working yet (on the assumption that sw would be
trickier).

Fisheye overrides water warp because updating the projection map every
frame is far too expensive.

I've added a post-process pass to the interface in order to hide the
implementation details, but I'm not sure I'm happy about how the
multi-pass rendering for cube maps is handled (or having the frame
buffers as exposed as they are), but mainly because Vulkan will make
implementation interesting.
2022-03-24 15:50:41 +09:00
Bill Currie
0c437492b4 [renderer] Move to using dynamic frame buffers
For now, OpenGL and Vulkan renderers are broken as I focused on getting
the software renderer working (which was quite tricky to get right).

This fixes a couple of issues: the segfault when warping the screen (due
to the scene rendering move invalidating the warp buffer), and warp
always having 320x200 resolution. There's still the problem of the
effect being too subtle at high resolution, but that's just a matter of
updating the tables and tweaking the code in D_WarpScreen.

Another issue is the Draw functions should probably write directly to
the main frame buffer or even one passed in as a parameter. This would
remove the need for binding the main buffer at the beginning and end of
the frame.
2022-03-24 12:56:29 +09:00
Bill Currie
d54f146089 [sw] Remove a pile of duplicate asm externs
I imagine the file was generated via grep and sed.
2022-03-21 23:13:09 +09:00
Bill Currie
8ee776e8fb [sw] Rename d_pzbuffer to d_zbuffer 2022-03-21 23:12:22 +09:00
Bill Currie
4c90c3c4bb [sw] Remove pixbytes from sw_ctx_t
It's no longer needed as the sw renderer is 8-bit only.
2022-03-21 14:37:28 +09:00
Bill Currie
b82a353a20 [vid] Remove VID_InitBuffers
Its guts have been moved to D_Init temporarily while I work on the
frame buffer design. This is actually a big part of that work as it
moves most of the frame buffer creation into the one place, making it
easier to ensure I get all the sub-buffers and caches created.
2022-03-21 14:35:11 +09:00
Bill Currie
0f30f0a133 [mathlib] Remove suspicious IS_NAN
The implementation looks wrong (more like infinity). Where it was used
is currently disabled, but the usages were replaced with C99's isnan.
2022-03-19 12:50:08 +09:00
Bill Currie
65af7fb4a4 [mathlib] Remove frustum global
It should never have been there and is now in the refdef (not its final
home: it should probably be part of the camera).
2022-03-19 12:33:12 +09:00
Bill Currie
b912c2a667 [renderer] Clean up R_SetFrustum
The only global it touches now is frustum, and that needs fixing in
mathlib (good grief, we (probably I) did some weird things when merging
the code).
2022-03-19 10:06:38 +09:00
Bill Currie
c3f38e1c79 [renderer] Remove player_entity field
This was a hold-over from the gl mirror code.
2022-03-19 09:46:53 +09:00
Bill Currie
ee51d06aa3 [renderer] Clean up a lot of recalc_refdef use
I think the widespread use of recalc_refdef (and force_fullscreen) was
the result of a rushed merge of the renderer and video code (I do seem
to remember sprinkling them around). This cleans the two out of the
client code.
2022-03-19 00:56:30 +09:00
Bill Currie
2b72506868 [renderer] Handle transparent surfaces
Other than the view model (undecided on the approach) this has
R_RenderView pretty much pulled out of the low level renderers. With
this, I'll be able to focus on scene handling for a bit then getting
shadows and fisheye working (again for fisheye).
2022-03-18 01:08:19 +09:00
Bill Currie
c05476f94b [renderer] Move most of the scene rendering into r_screen
r_screen isn't really the right place, but it gets the scene rendering
out of the low-level renderers and will make it easier to sort out
later, and hopefully easier to figure out a good design for vulkan.
2022-03-17 17:57:50 +09:00
Bill Currie
833fb2f4f8 [sw] Make alight_t lightvec an actual vector
The change to using separate per-model-type entity queues resulted in
the lighting vector used for alias and iqm models being in an ephemeral
location (in the shared setup_lighting function's stack frame). This
resulted in the model rendering code getting a garbage vector due to it
being overwritten by another stack frame. What I don't get is why the
garbage varied from run to run for the same demo (demo2, the first scrag
behind the start door showed the bad lighting nicely), which made
tracking down the offending commit (and thus the code) rather
troublesome, though once I found it, it was a bit of a face-palm moment.
2022-03-17 15:38:22 +09:00
Bill Currie
6c29904b1d [sw] Clean up R_SetSkyFrame a little
Move the constant data into R_InitSky so it doesn't get calculated every
frame (doesn't make much difference of course, but...)
2022-03-17 13:37:21 +09:00
Bill Currie
d8a4c8dbe9 [renderer] Clean up r_bsp a little
Move r_pcurrentvertbase into the sw renderer, cleaning up gl's use of
(not really needed there). Not ready to move r_bsp into the main bin yet
as there are linking issues since only the low-level code references any
of its symbols.
2022-03-17 13:09:20 +09:00
Bill Currie
91d7a80dff [renderer] Get timegraph and zgraph working
Only for sw and gl right now, but this sorts out the issues that
prevented the graphs working at all.
2022-03-15 15:42:43 +09:00
Bill Currie
5a57280aa9 [gl] Use glGenTextures to allocate texture numbers
While the scheme of using our own allocated did work just fine, fisheye
rendering uses glGenTextures which caused a texture id clash and thus
invalid operations (the cube map texture happened to be the same as the
console background texture). Sure, I could have just "fixed" the fisheye
init code, but this brings gl closer in line with glsl (which makes
extensive use of glGenTextures and glDeleteTextures). This doesn't fix
any texture leaks gl has (plenty, I imagine), but it's a step in the
right direction.
2022-03-15 13:29:05 +09:00
Bill Currie
fb4fd979ec [gl] Move error check support into a better place
This makes it a little easier to spam checks everywhere and thus narrow
down the location of the error.
2022-03-15 12:33:25 +09:00
Bill Currie
7402fcfd0c [renderer] move r_worldentity and r_viewleaf into refdef
More cleanup of globals that seem to be quake specific.
2022-03-14 15:27:43 +09:00
Bill Currie
56c39c34ba [renderer] Remove namehack.h
Finally. I never liked it (felt bad adding it in the first place), and
it has caused confusion with function and global variable names, but it
did let me get the render plugins working.
2022-03-14 14:31:23 +09:00
Bill Currie
04ba724382 [sw] Clean up alias and iqm matrix setup
This removes some FIXMEs and might even speed things up ever so
slightly.
2022-03-14 11:56:10 +09:00
Bill Currie
bce7d5b832 [renderer] Clean up use of vup/vright/vpn
This moves the common camera setup code out of the individual drivers,
and completely removes vup/vright/vpn from the non-software renderers.
This has highlighted the craziness around AngleVectors with it putting
+X forward, -Y right and +Z up. The main issue with this is it requires
a 90 degree pre-rotation about the Z axis to get the camera pointing in
the right direction, and that's for the native sw renderer (vulkan needs
a 90 degree pre-rotation about X, and gl and glsl need to invert an
axis, too), though at least it's just a matrix swizzle and vector
negation. However, it does mean the camera matrices can't be used
directly.

Also rename vpn to vfwd (still abbreviated, but fwd is much clearer in
meaning (to me, at least) than pn (plane normal, I guess, but which
way?)).
2022-03-14 09:45:27 +09:00
Bill Currie
f3768e3dfb [renderer] Remove currententity
One more global in the trash :)
2022-03-11 16:39:08 +09:00
Bill Currie
64666cfa5b [renderer] Clean up most uses of currententity
Just some brush model related code in the software renderer remaining.
2022-03-11 15:07:38 +09:00
Bill Currie
3bdec49587 [sw] Remove r_origin entirely
And clean up a lot of modelorg (a little trickier than it was for gl due
to messy usage).
2022-03-11 13:10:20 +09:00
Bill Currie
3414eb12a3 [renderer] Move r_ambient and r_drawflat to client code
It makes more sense for these cvars to be under client control via
r_refdef. Completely disabled in qw, and currently ignored in nq.
2022-03-09 22:51:21 +09:00
Bill Currie
5477352e93 [renderer] Abandon sw32 altogether
I'd been considering it for a while, but in the end, all the issues it
presented made me decide it wasn't worth merging and was never really
worth keeping: it was a neat proof of concept but of little actual use,
especially now everyone either has an OK GPU or would want to stick to
8-bit rendering anyway (sorry L-Havoc).

However, both it and my merge work are preserved in git history :)
2022-03-09 21:36:15 +09:00
Bill Currie
6377734e32 [renderer] Merge the two software renderers
I got tired of having to maintain two separate software renderers, but
didn't want to just nuke sw32, so its core changes are merged into sw.

Alias model rendering is broken, but I know exactly what's wrong and how
to fix it, just need to take care due to asm.
2022-03-09 15:56:19 +09:00
Bill Currie
cfe0455cce [screen] Move some flags into screen.h
And remove r_screen.h. Fixes windows builds due to missing
scr_skipupdate.
2022-03-09 09:31:22 +09:00
Bill Currie
075a0fe326 [renderer] Clean up r_origin and modelorg
So far, in gl and glsl, but viewposition is much clearer than r_origin
(despite being the same thing), and modelorg is just confusing (I think
it's the view position relative to the current model).
2022-03-08 03:47:36 +09:00
Bill Currie
48c225da89 [renderer] Merge the fog support code
GL still has its own functions for enabling and disabling fog while
rendering, but GLSL doesn't need such (thanks to the shaders), nor will
vulkan (and the software renderers don't support fog).
2022-03-08 02:28:19 +09:00
Bill Currie
af0c66dff9 [renderer] Move frame rendering out a layer.
This is a step towards high-level unification of the renderers, as far
as possible keeping only actual low-level implementation details in the
individual renderers (some higher level stuff, eg shadows, is expected
to be per-renderer as some things are just not feasible to implement in
all renderers). However, the idea is to move the high-level
functionality into scene rendering.
2022-03-08 01:04:40 +09:00
Bill Currie
ea2fd32228 [renderer] Merge screenshot code as much as possible
Only CaptureBGR is per-renderer as the rest of the screenshot code uses
it to do the actual capture (which is target dependent). Vulkan is
currently broken due to capture being an asynchronous process and the
rest of the code expecting capture to be synchronous (also, bgr vs rgb).

The best thing is all renderers now write the same format (currently
png).
2022-03-07 15:04:54 +09:00
Bill Currie
2eae2e5d74 [renderer] Move some functions from plugins to main lib
One step in cleaning up vid_render_funcs.
2022-03-07 13:40:04 +09:00
Bill Currie
5eb397dd31 [renderer] Remove more dead code
The back-buffer and video buffer locking code was pretty much never more
than stubs (except maybe in dos quake).
2022-03-07 08:44:53 +09:00
Bill Currie
71c1b4e0c4 [gl] Clean up some triple buffer and multi-texture cvar mess
Excess declarations for gl_multitexture_f, and move gl_triplebuffer into
a callback.
2022-03-07 08:38:38 +09:00
Bill Currie
1ea3a3807e [renderer] Clean up a pile of dead screen declarations
The declarations were either unused, or the functions empty stubs for
all renderers.
2022-03-06 13:47:41 +09:00
Bill Currie
45c3c6d7be [screen] Clean up some dead declarations 2022-03-05 14:35:56 +09:00
Bill Currie
610bf20f2d Fix a missing header for distcheck 2022-03-05 14:25:31 +09:00
Bill Currie
d69355f521 [renderer] Support multiple entity queues
While there's currently only the one still, this will allow the entities
to be multiply queued for multi-pass rendering (eg, shadows). As the
avoidance of putting an entity in the same queue more than once relies
on the entity id, all entities now come from the scene (which is stored
in cl_world in the client code for nq and qw), thus the extensive
changes in the clients.
2022-03-05 02:05:39 +09:00
Bill Currie
6ec8e29429 [scene] Track hierarchies instead of root transforms
The root transform of each hierarchy can be extracted from the first
transform of the list in the hierarchy, so no information is lost. The
main reason for the change is I discovered (obvious in hindsight) that
deleting root transforms was O(n) due to keeping them in an array, thus
the use of a linked list (I don't expect a hierarchy to be in more than
one such list), and I didn't want the transforms to be in a linked list.
2022-03-04 06:43:30 +09:00
Bill Currie
ae6970a005 [renderer] Split entity queue into per-model-type
While I doubt the difference is all that significant, this should speed
up entity rendering because it cuts out a lot of branching, and
eliminates scanning the same list multiple times only to not do anything
for large chunks of the list.
2022-03-02 15:00:32 +09:00
Bill Currie
ab91d73635 [scene] Use scene resources for the main hierarchy block
This will reduce the memory churn when creating hierarchies as
transforms switch between being root and child.
2022-03-02 10:49:41 +09:00
Bill Currie
b210f01837 [scene] Manage scene roots in transform
Since transforms now know the scene to which they belong, and they know
when they are root and when not, getting the transform code to manage
the scene roots is the best way to keep the list of root transforms
consistent.
2022-03-02 10:43:52 +09:00
Bill Currie
8407e3acd1 [client] Make input axes accessible and add camera axes
And clean up the names (viewdelta_position_forward -> in_move_forward).
2022-03-01 15:15:33 +09:00
Bill Currie
5b08ee768c [client] Clean up chase camera code
It's a lot easier to read (and see the difference between modes 2 and 3)
with all the ifs removed, and the state is properly is chasestate_t now
(though not handled properly on level reset etc).
2022-03-01 13:49:14 +09:00
Bill Currie
43a329dcb5 [client] Get the basic chase camera working
The more advanced modes are rather broken (continuous spinning), but
they may have been for a while. The bulk of the various changes were due
to renaming viewstate's origin and angles to make their meaning more
explicit.
2022-03-01 11:43:23 +09:00
Bill Currie
fb83d87a0e Fix some distcheck issues
Just keeping up with myself.
2022-03-01 10:12:50 +09:00
Bill Currie
57dd4494cc [renderer] Pass in a camera transform
More r_data cleanup. Things could be better still, but this is a start.
2022-02-28 16:59:38 +09:00
Bill Currie
ca9e8a3b68 [client] Pass time into locs_draw
This avoids unnecessary access to r_data.
2022-02-28 16:57:43 +09:00
Bill Currie
2477a44d15 [client] Move cshift info from viddef to viewstate
It makes much more sense for cshift state to be in viewstate because it
is very much an effect rather than anything specific to a renderer.
2022-02-28 16:55:12 +09:00
Bill Currie
7d059a0b56 [client] Merge nq and qw cl_view
They've been near-identical for years, now they're only one. It proved
necessary to start merging the HUD code which for now is just a few cvar
declarations (not even init), but that should be a separate set of
commits.
2022-02-28 12:12:51 +09:00
Bill Currie
aac9069d9f [nq,qw] Clean up cl_view's use of the client struct
This is a huge step towards merging cl_view.
2022-02-25 16:54:45 +09:00
Bill Currie
5ad7c0fbd6 [scene] Add a camera object
It holds the data for a basic 3d camera (transform, fov, near and far
clip). Not used yet as there is much work to be done in cleaning up the
client code.
2022-02-25 10:41:50 +09:00
Bill Currie
deff95f490 [client] Merge chase camera and much of input
Handling of view angles is a little hacky at the moment, but this gets
the chase camera code and most of the common input code into one place,
which will make cleaning up the camera code much easier.
2022-02-22 15:51:28 +09:00
Bill Currie
2615953e17 [scene] Move transform getters into inline functions 2022-02-21 08:33:41 +09:00
Bill Currie
cd26073b6a [vulkan] Update the sky matrix
Regardless of whether the sky is spinning or not, the matrix needs to be
updated with the current origin in order to get the direction vector
right in the shader. Also, it's in the update that the required x-y
plane rotation gets in so the skies move in the correct direction.
2022-02-18 13:29:41 +09:00
Bill Currie
4f436e8245 [scene] Correct a comment
While the plethora of orientations for a reference frame is somewhat
annoying, having an incorrect description of the frame is much more
annoying.
2022-02-15 06:46:01 +09:00
Bill Currie
54f0af854b [ruamoko] Wrap the transform fuctions
Except for get/set name as I'm still pondering strings.
2022-02-15 00:06:39 +09:00
Bill Currie
ba3879c6e0 [scene] Make transforms owned by the scene
This actually has at least two benefits: the transform id is managed by
the scene and thus does not need separate management by the Ruamoko
wrapper functions, and better memory handling of the transform objects.
Another benefit that isn't realized yet is that this is a step towards
breaking the renderers free of quake and quakeworld: although the
clients don't actually use the scene yet, it will be a good place to
store the rendering information (functions to run, etc).
2022-02-14 20:01:36 +09:00
Bill Currie
59044d3827 Fix a bunch of distcheck issues 2022-02-14 19:28:19 +09:00
Bill Currie
afbca54faf [ruamoko] Add wrappers for the existing scene functions
I've run into a bit of an issue with transform management (really, just
need to make them owned by the scene, but that means creating a scene
for quake and quakeworld).
2022-02-14 16:43:10 +09:00
Bill Currie
f6ac614e09 [scene] Add functions for scene and entity create/delete
Scene creation was already there, but now can be deleted, as can
entities.
2022-02-14 16:41:38 +09:00
Bill Currie
4d491a444d [gamecode] Fix handling of undefined builtins
The setup of the function descriptor for undefined builtins was
incomplete and led to the progs running code at address 0. It didn't end
well.
2022-02-14 14:28:19 +09:00
Bill Currie
db8cf68ef3 [gamecode] Pass registered data pointer to builtins
This is the bulk of the work for recording the resource pointer with
with builtin data. I don't know how much of a difference it makes for
most things, but it's probably pretty big for qwaq-curses due to the
very high number of calls to the curses builtins.

Closes #26
2022-02-14 12:28:38 +09:00
Bill Currie
748f578856 [qw] Fix incorrect "server to client" log messages
It's not very helpful thinking all the packets are incoming to the
client.
2022-02-06 21:20:00 +09:00
Bill Currie
7c6ef06dfb [gamecode] Make PF_VarString v6p-only
It's not enforced a this stage, and it would be easy enough to handle,
but it turns out all the standard quake and quakeworld progs never used
... for the print functions: the behavior of PF_VarString was
undocumented and so... tough :P.
2022-02-06 21:20:00 +09:00
Bill Currie
c10b09d41b [ruamoko] Make RUA_Sprintf more generally useful
It now takes the function name to print in error message (passed on to
PR_Sprintf) and the argument number of the format string. The variable
arguments (in ...) are assumed to be immediately after the format
argument.
2022-02-05 20:24:17 +09:00
Bill Currie
208cba85eb [gamecode] Move return buffer to end of progs memory map
With the return buffer in progs_t, it could not be addressed by the
progs on 64-bit machines (this was intentional, actually), but in order
to get obj_msg_sendv working properly, I needed a way to "bounce" the
return address of a calling function to the called function. The
cleanest solution I could think of was to add a mode to the with
instruction allowing the return pointer to be loaded into a register and
then calling the function with a 0 offset for the return value but using
the relevant register (next few commits). Testing promptly segfaulted
due to the 64-bit offset not fitting into a 32-bit value.
2022-02-05 18:37:23 +09:00
Bill Currie
9cf2740cb4 [gamecode] Create a globally accessible hash of type encodings
The plan is to use the types to extract the number of parameters for a
selector when it is necessary to know the count. However, it'll probably
become useful for something else alter (these things seem to always do
so).
2022-02-05 14:07:45 +09:00
Bill Currie
529253e6d9 [gamecode] Make edict macros more robust to null
A null edict pointer should product a null entity, not a segfault.
2022-02-05 10:17:57 +09:00
Bill Currie
974af36d13 [gamecode] Move profile out of the union
It happens to sit over the builtin data pointer and thus messes up
PR_Profile (any attempt to count calls to builtins).
2022-02-04 21:46:40 +09:00
Bill Currie
6514e09e7c [gamecode] Use an explicit size for the null page
It's currently only 4 (or even 3 for v6) words, but this fixes false
positives when checking for null pointers in Ruamoko progs due to
pr_return pointing to the return buffer and thus outside the progs
memory map resulting in an impossible to exceed value.
2022-02-01 16:43:29 +09:00
Bill Currie
b8c2b7f856 [ruamoko] Make a common sprintf wrapper function
This takes care of converting from progs varargs to what PR_Sprintf
expects. I got tired of modifying the wrappers when I found a third one.
2022-02-01 09:27:03 +09:00
Bill Currie
e1a0c31e3f [qfcc] Encode the new vector types
Thanks to the size of the type encoding being explicit in the encoding,
anything that tries to read the encodings without expecting the width
will simply skip over the width, as it is placed after the ev type in
the encoding.

Any code that needs to read both the old encodings and the new can check
the size of the basic encodings to see if the width field is present.
2022-01-30 16:00:49 +09:00
Bill Currie
c467217b4b [simd] Use inttypes.h for long vector formats
Much nicer than cluttering up the headers with word-size checks.
2022-01-30 10:50:14 +09:00
Bill Currie
728c42e921 [gamecode] Use pr_type_names for debug views
I abandoned the reason for doing it (adding a pile of vector types), but
I liked the cleanup. All the implementations are hand-written still, but
at least the boilerplate stuff is automated.
2022-01-30 10:49:33 +09:00
Bill Currie
59ee723201 [gamecode] Rename parm to param
That misspelling bothered me from the very beginning, I'd always have
trouble getting the name right when trying to access one of those fields.
2022-01-27 10:55:06 +09:00
Bill Currie
faa98d8198 [gamecode] Use a struct for offset/count pairs
This cleans up dprograms_t, making it easier to read and see what chunks
are in it (I was surprised to see only 6, the explicit pairs made it
seem to have more).
2022-01-26 19:30:25 +09:00
Bill Currie
00b7bced7f [gamecode] Rework PR_RESET_PARAMS to use PR_SetupParams
PR_SetupParams is new and sets up the parameter pointers so older code
that expects only up to 8 parameter will work with both v6p and Ruamoko
progs without having to check what progs are running. PR_SetupParams is
useful even when Ruamoko progs are expected as it reserves the required
space (respecting alignment) on the stack and returns a pointer to the
top (bottom? confusing) of the stack. PR_PushFrame and PR_PopFrame
need to be used around PR_SetupParams, regardless of using temp strings,
to avoid a stack leak (need to do an audit).
2022-01-24 12:50:15 +09:00
Bill Currie
9c51c3d2e1 [gamecode] Add a data pointer passed to builtin functions
This is part of the work for #26 (Record resource pointer with builtin
function data). Currently, the data pointer gets as far as the
per-instance VM function table (I don't feel like tackling the job of
converting all the builtin functions tonight). All the builtin modules
that register a resources data block pass that block on to
PR_RegisterBuiltins.
2022-01-24 00:20:05 +09:00
Bill Currie
a818fa4b8e [gamecode] Rearrange bfunction_t in preparation for param offsets
The builtin and progs function data is overlaid so the extra data
doesn't cause too much memory to be used (it's actually 8 bytes smaller
now).  The plan is to pre-compute the offsets based on the parameter
size and alignment data.
2022-01-24 00:19:13 +09:00
Bill Currie
a6b932025c [gamecode] Provide builtins with information about their parameters
This will make it possible for the engine to set up their parameter
pointers when running Ruamoko progs. At this stage, it doesn't matter
*too* much, except for varargs functions, because no builtin yet takes
anything larger than a float quaternion, but it will be critical when
double or long vec3 and vec4 values are passed.
2022-01-23 22:27:27 +09:00
Bill Currie
e746e39738 [gamecode] Create macros for progs sizeof and alignof
I wound up needing the idioms in too many places.
2022-01-23 14:29:33 +09:00
Bill Currie
3c86660d4a [gamecode] Rename MAX_PARMS to PR_MAXPARAMS 2022-01-23 14:17:25 +09:00
Bill Currie
cfaf158ebc [math] Add some bit-op functions
Just 32-bit rounding to next higher power of two, and base 2 logarithm.
Most importantly, they are suitable for use in initializers as they are
constant in, constant out.
2022-01-23 13:47:14 +09:00
Bill Currie
68d87de251 [gamecode] Clarify docs for PR_CallFunction
I found the docs in PR_ExecuteProgram and PR_CallFunction to be a little
confusing, so making it explicit that PR_ExecuteProgram calls
PR_CallFunction and that PR_CallFunction should be called only in a
builtin seemed like a good idea.
2022-01-22 11:38:26 +09:00
Bill Currie
06b1ea6837 [gamecode] Tweak some docs and macro names
And fix an incorrect definition for RETURN_QUAT.

Prefixed MAX_STACK_DEPTH and LOCALSTACK_SIZE (and LOCALSTACK_SIZE got an
extra _).

The rest is just edits to documentation comments.
2022-01-22 11:38:14 +09:00
Bill Currie
9199a0ee54 [gamecode] Don't check v6p progs for Ruamoko progs
It doesn't end well. For now, the Ruamoko check is just a stub, but I do
plan on doing similar checks.
2022-01-21 20:31:49 +09:00
Bill Currie
578314c5a3 [gamecode] Use a buffer for discarded return values
Due to how OP_RETURN works, a destination is required for any function
returning data, but the caller may not have allocated any space for the
value. Thus the VM maintains a buffer into which the data can be put and
ignored. It also makes a good place for return values when the engine
calls Ruamoko code as trusting progs code with return sizes seems like a
recipe for disaster, especially if the return location is on the C
stack.
2022-01-21 10:09:02 +09:00
Bill Currie
8d20997b2b [gamecode] Move pr_void_t to pr_comp.h
I think I had decided to put it there but forgot before committing the
size change, but I wound up needing it for qfcc.
2022-01-18 22:58:26 +09:00
Bill Currie
068c04ece6 [gamecode] Add ev_ushort and partial support
Really, only just enough to get everything compiling (which does include
vkgen running correctly).
2022-01-18 22:08:37 +09:00
Bill Currie
ed501b7734 [gamecode] Specify the alignment for progs types
And provide a table for such for qfcc and the like. With this, using
pr_double_t (for example) in C will cause the double value to always be
8-byte aligned and thus structures shared between gcc and qfcc will be
consistent (with a little fuss to take care of the warts).
2022-01-18 18:41:39 +09:00
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
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