Being able to specify the types in the push constant ranges makes it a
lot easier to get the specification correct. I never did like having to
do the offsets and sizes by hand as it was quite error prone. Right now,
float, int, uint, vec3, vec4 and mat4 are supported, and adheres to
layout std430.
This allows the likes of:
qfv_pushconstantrangeinfo_s = {
.name = qfv_pushconstantrangeinfo_t;
.type = (QFDictionary);
.dictionary = {
.parse = {
type = (labeledarray, qfv_pushconstantinfo_t, name);
size = num_pushconstants;
values = pushconstants;
};
stageFlags = $name.auto;
};
stageFlags = auto;
};
Leading to:
pushConstants = {
vertex = { Model = mat4; blend = float; };
fragment = { colors = uint; base_color = vec4; fog = vec4; };
};
Where the label of the labeled array (which pushConstants is) is
actually an enum flag and the dictionary value is another labeled array.
The up-coming changes to push constant handling has qfv_float etc type
enum values and using "float" instead of "qfv_float" is highly desirable
as the names match the glsl type names.
The creation of the render jobs doesn't really belong with the running
of those jobs. This makes the code a little easier to navigate as it was
too easy to lost between load-time and run-time code.
This is with the new render job scheme. I very much doubt it actually
works (can't start testing until everything passes, and it's disabled
for the moment (define in vid_render_vulkan.c)), but it's helping iron
out what more is needed in the render system.
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 warning flag check worked too well: it enabled the warning and
autoconf's default main wanted the const attribute. The bug has been
floating around for a while, it seems.
Following the suggestions of Hamish Todd, group 0 forms the planar
quaternions (with the "complex number" in the first two components) and
transflections in group 1.
e0 is created only if there are null vectors in the algebra, and the 3d
and 2d basis groups have been rearranged to compensate in the changed
ordering in the basis blade array.
I was aware in the beginning that the signs were probably incorrect, but
I had left them as I wasn't sure how they worked. Thanks to enki
(bivector community), I was pointed in the right direction for getting
the calculations right: the product of a basis blade with its dual
(x !x) must product the positive pseudo-scalar.
I guess I had forgotten that new_mv() does *NOT* initialize the
components. Things just happened to work (usually) because memory was
not getting recycled.
According to enki (bivector community) when there are more than one null
vector in a geometry, usually all vectors are null, and it was what to
do with multiple null vectors that caused me to balk at using e0 for the
null vector. However, using e0 for the null vector makes life much
easier, especially as that's what most of the literature does. There
are plenty of places, particularly in layout handling, that still need
adjustment for the change, but things seem to work (minus duals, but
they were broken in the first place, thus the discussion with enki).
This uses ud-chains for function statements (call/return) to force their
arguments to be live (in particular, indirect references via pointers)
this fixes the arraylife test.
The ud- and du-chains include known side-effects of the instructions and
thus depict a more accurate view of what operands an instruction uses or
defines. Fixes the arraylife2 test.
Like defs, a partial write should not define the whole temp. Thus, copy
the "don't visit main" behavior recently added to def_visit_all. Fixes
missing ud-chains for component-by-component assignments to temporary
vectors.
I'm not certain this is correct, but it seems to me that du-chains are
the same information as ud-chains, but from the defining statement's
point of view instead of that of the using statement.
As certain statements (in particular, function calls) can use additional
variables via pointer parameters, it's necessary to iterate ud-chain
building until the count stabilizes. This should make live variable
analysis much easier.
Lexing . as a single character makes it impossible to enter fractions.
Unfortunately, this means that . as dot product requires white space on
either side.
Currently only PGA(3) is supported, but that's because the parser is
rather simple (recursive descent with a lame lexer), but it works well
enough for playing with geometric algebra without having to recompile
every time.
Wrap the strtod, strtof, strtol, strtoul functions, supporting the end
pointer as well (if not nil, the int offset of the end pointer relative
to the string start is returned).
Also, str_unmutable creates a return string from a mutable string
(copying it).
Meaning some leaks have been plugged, and some useful functions added:
loading a file (avoids polluting progs memory), setting the single
character lexeme string, and getting the line number.
Segfaulting when trying to produce an error message doesn't help get the
message out. Sure, `obj_error (nil...)` is a bit of an abuse, but it
shouldn't segfault the engine.
I don't know what I was thinking when I checked for 0 count for resizing
the set. Attempting to add/remove 0 elements results in adding/removing
4G elements. Oops.
I think the current build_element_chain implementation does a reasonable
job, but I'm in the process of getting designated initializers working,
thus it will become important to ensure uninitialized members get
initialized.
set_while checks the iterator's current element membership and skips to
the first element with different membership. ie, if the current element
is in the set, then set_while returns the next element *not* in the set,
but if the current is not in the set, then set_while returns the next
element that *is* in the set. Rather handy for dealing with clusters of
set elements.
I never liked the various hacks I had come up with for representing
resource handles in Ruamoko. Structs with an int were awkward to test,
pointers and ints could be modified, etc etc. The new @handle keyword (@
used to keep handle free for use) works just like struct, union and
enum in syntax, but creates an opaque type suitable for a 32-bit handle.
The backing type is a function so v6 progs can use it without (all the
necessary opcodes exist) and no modifications were needed for
type-checking in binary expressions, but only assignment and comparisons
are supported, and (of course) nil. Tested using cbuf_t and QFile: seems
to work as desired.
I had considered 64-bit handles, but really, if more than 4G resource
objects are needed, I'm not sure QF can handle the game. However, that
limit is per resource manager, not total.
This gives the resultant point the correct sign. Though the projective
divide would take care of the sign, this makes reading the point a
little less confusing (still need to sort out automatic blade reversals
for the likes of e31).
And other graphics versions too, of course. A lot of it feels rather
like a hack, but I think the entire canvas/console setup and console
related event handling may need a rethink (it's not horribly wrong, but
it doesn't feel right), particularly the initial sizing and binding for
toggling the console.
As the dot product is a metric product, using the metric is vital to
getting the correct results. This fixes the calculation of the closest
point on a line to a point other than the origin (and a whole pile of
other issues, I imagine).
Now that arrays work well enough for this case, no point in having the
workarounds (other than they're actually faster, but I'd like to
optimize *that* sometime).
This takes advantage of the ud-chains to follow the trail of pointer
assignments looking for an address. This gets array element assignments
surviving across blocks when the array itself is passed to a function.
It doesn't help when the address of the element is taken though. I think
that's a dags problem and probably needs du-chains. Also, the ud-chain
creation should probably be done in two passes so the newly found
information can be recorded.