They take a pointer to a free-list used for hashlinks so the hashlink
pools can be per-thread. However, hash tables that are not updated are
always thread-safe, so this affects only updates. progs_t has been set
up such that it is easy for multiple progs within one thread can share
hashlinks.
This allows for the four combinations of shift and control. Not
bothering with alt because alt-f4 closes my xterm (bbkeys from the looks
of it: it grabs a bunch of Mod1-* keys).
This makes sure that some unchecked event doesn't cause a lockup.
However, blocking input is really not the way to go: need to implement a
state machine and use non-blocking event reads.
Or really, allow it if the user specifically requests it: the default is
blocked. Modern systems (particularly displays) do not really like
changing resolution, so doing so by default seems rather wrong.
After messing with SIMD stuff for a little, I think I now understand why
the industry went with xyzw instead of the mathematical wxyz. Anyway, this
will make for less pain in the future (assuming I got everything).
I'm not certain despair actually meant for the break to be there. It
certainly would have sped up the game a bit but at the expense of proper
blood trails in the software renderers.
These are the ones where I could easily make scan-build happy. They do seem
to be potential holes where invalid data in one place could result in use
of uninitialized values.
While scan-build wasn't what I was looking for, it has proven useful
anyway: many of the sizeof errors were just noise, but a few were actual
bugs (allocating too much or too little memory).
Also fix a bug where despite supporting 32 buttons, only 18 were actually
supported, and a similar issue for the number of axes.
My saitek x52 has 34 buttons and 10 axes. Whee.
It seems mesa still has the bug where non-array attributes don't work
when set as attribute 0, and that the allocation order changed sometime
since I last tested with mesa. This fixes the black world and flickering
alias models on my eeepc.
So far, alias model rendering is the only victim, but things are working,
even if only color map lookup and fog blending are broken out at this
stage.
I expect the effect naming scheme will go through some changes until I'm
happy with it.
Again, based on The OpenGL Shader Wrangler. The wrangling part is not used
yet, but the shader compiler has been modified to take the built up shader.
Just to keep things compiling, a wrapper has been temporarily created.