The idea is to not search through blocks for an available allocation.
While the goal was to speed up allocation of cache lines of varying
cluster sizes, it's not enough due to fragmentation.
They take advantage of gcc's vector_size attribute and so only cross,
dot, qmul, qvmul and qrot (create rotation quaternion from two vectors)
are needed at this stage as basic (per-component) math is supported
natively by gcc.
The provided functions work on horizontal (array-of-structs) data, ie a
vec4d_t or vec4f_t represents a single vector, or traditional vector
layout. Vertical layout (struct-of-arrays) does not need any special
functions as the regular math can be used to operate on four vectors at
a time.
Functions are provided for loading a vec4 from a vec3 (4th element set
to 0) and storing a vec4 into a vec3 (discarding the 4th element).
With this, QF will require AVX2 support (needed for vec4d_t). Without
support for doubles, SSE is possible, but may not be worthwhile for
horizontal data.
Fused-multiply-add is NOT used because it alters the results between
unoptimized and optimized code, resulting in -mfma really meaning
-mfast-math-anyway. I really do not want to have to debug issues that
occur only in optimized code.
QC's int type is named "integer" (didn't feel like changing that right
now), so special case it to be "int".
Output the parse func name (instead of "fix me").
Output a parse func for enums (needed for arrays of enums
(VkDynamicState)).
The static variable meant that Fog_GetColor was not thread-safe (though
multiple calls in the one thread look to be ok for now). However, this
change takes it one step closer to being more generally usable.
Patch found in an old stash.
I had missed the array declaration and thus initialized the pointer to
the offset array incorrectly. Didn't show up until I tried using
multiple offsets.
Shaders can be built as spv files and installed into
$libdir/quakeforge/shaders or as spvc files and compiled into the
engine. Loading supports $builtin/name to access builtin shaders,
$shader/path to access external standard shaders and quake filesystem
access for all other paths.
I had forgotten that msaa samples was governed by the driver (as a max)
and the renderpass setup code simply took the max. Thus why 1 vs 8
caused the display to render incorrectly.
It turned out the msaa setting defaulting to 1 instead of 8 was the
problem no idea why at this stage (need to read up on just how that
setting works). Once I understand just how it works, I'll rework the
msaa handling.
The problem is that I needed to support dynamic types on operators (for
bit-field enums), had things working, but a bad edit messed things up
and I had to rebuild that bit of code. Missed one bit :P
It is capable of parsing single expressions with fairly simple
operations. It current supports ints, enums, cvars and (external) data
structs. It is also thread-safe (in theory, needs proper testing) and
the memory it uses can be mass-freed.
This was inspired by
Hoard: A Scalable Memory Allocator
for Multithreaded Applications
Emery D. Berger, Kathryn S. McKinley, Robert D. Blumofe, Paul R.
Wilson,
It's not anywhere near the same implementation, but it did take a few
basic concepts. The idea is twofold:
1) A pool of memory from which blocks can be allocated and then freed
en-mass and is fairly efficient for small (4-16 byte) blocks
2) Tread safety for use with the Vulkan renderer (and any other
multi-threaded tasks).
However, based on the Hoard paper, small allocations are cache-line
aligned. On top of that, larger allocations are page aligned.
I suspect it would help qfvis somewhat if I ever get around to tweaking
qfvis to use cmem.
The calculation fails (produces NaN) if the vectors are anti-parallel,
but works for all other combinations. I came up with this implementation
when I discovered Unity's Quaternion.FromToRotation could did not work
with very small angles. This implementation will produce a usable
quaternion below 0.00255 degrees (though it will be slightly larger than
unit). Unity's failed such that I could see KSP's skybox snap while it
rotated around my test vessel.
The problem was caused by passing the index into the dtables array to
dtable_get which expects a handle. A handle is the ones-compliment
negative of the index which means that handle 0 is invalid (but 0 was
being passed... oops). Fixes the segfault when qw-client-x11 connects to
a server.
This gets renderpass parsing almost working (not hooked up, though). The
missing bits are support for expressions for flags (namely support for
the | operator) and references (eg $swapchain.format). However, this
shows that the basic concept for the parser is working.
The array has to be allocated using byte elements and thus the size of
the array is the number of bytes, but it needs to be the actual number
of elements in the array. Problem caused by not knowing the actual type
(and C not having type variables anyway).
Nothing is actually done yet other than parsing the built-in property
list to property list items (the actual parser is just a skeleton), but
everything compiles