And improve the generated code for MSG_ReadShort
I suspect gcc didn't like all the excess pointer dereferences and so
couldn't assume that the bytes were being read sequentially.
And improve the generated code as well (ie, use a code sequence that gcc
recognizes and optimizes to a single 32-bit read and a byte-swap).
nq uses big-endian for its packet headers (arg, though it is consistent
with IP, it's not with the rest of quake).
This fixes the textures (and presumably mesh data) being deleted while
still in use. Oddly, the wait was needed in both brush and alias models
(I expected brush to always come first).
I'm not sure that the mismatch between refdef_t and the assembly defines
was a problem (many fields unused), but the main problem was due to
execute permission on the pages: one chunk of asm was in the data
section, and the patched code was not marked as being executable (due to
such a thing not existing when quake was written).
This is a bit of a hack for now (need to look into maybe using cmem),
but it gets 32-bit windows working for all but the software renderer
(probably just refdef (and maybe viddef) getting out of sync with the
assembly code.
This ensures that fov_y is not calculated until after the render view
size is known and thus doesn't become some crazy angle (that happens to
result in a negative tan). Fixes upside-down-quake :)
vid.aspect is removed (for now) as it was not really the right idea (I
really didn't know what I was doing at the time). Nicely, this *almost*
fixes the fov bug on fresh installs: the view is now properly
upside-down rather than just flipped vertically (ie, it's now rotated
180 degrees).
Not only does it makes sense to centralize the setting of viewport and
scissor, but it's actually necessary in order to fix the upside-down
rendering on windows.
This gets the GL and GLSL renderers working for the -win targets... sort
of: they are upside down and GLSL's bsp surfaces are black (same as
Vulkan). However, with this, all 5 renderers at least limp along for
-win, 4/5 work for -sdl.
It turns out the dd and dib "driver" code is very specific to the
software renderer. This does not fix the segfault on changing video
mode, but I do know where the problem lies: the window is being
destroyed and recreated without recreating the buffers. I suspect a
clean solution to this will allow for window resizing in X as well.
Only 64-bit windows is tested, and there are still various failures, but
QF is limping along in windows again.
nq-sdl works for sw, and sw32, gl and glsl are mostly black (but not
entirely for gl?), vulkan is not supported with sdl.
nq-win works for sw and sw32, and sort of for vulkan (very dark and
upside-down?). gl and glsl complain about vid mode,
qw-client-[sdl,win] seem to be the same, but something is wrong with the
console (reading keyboard input).
The merge with the improvements I made while hacking on csqc (still
undecided as to whether to continue that project) resulted in the size
of the progs string area getting mangled when no heap was allocated for
the progs due to a null zone pointer being used in some pointer
arithmetic. Fixes random(!!!) invalid string error in qfprogs.
While this caused some trouble for pr_strings and configurable strftime
(evil hacks abound), it's the result of discovering an ancient (from
maybe as early as 2004, definitely before 2012) bug in qwaq's printing
that somehow got past months of trial-by-fire testing (origin understood
thanks to the warning finding it).
It looks like choosing a visual is not necessary (at least for normal
apps, VR might be another matter). Still no idea if anything works (for
-win support in general, let alone vulkan).
This is for the conversion /to/ paletted textures. The conversion is
necessary for csqc support. In the process, the conversion has been sped up
by implementing a color cache for the conversion process. I haven't
measured the difference yet, but Mr Fixit does seem to load much faster for
the sw renderer than it did before the change (many months old memory).
This separate the FOV calculations from other refdef calcs, cleaning up the
renderer proper and making it easier for other parts of the engine (eg,
csqc) to update the fov.
The server edict arrays are now stored outside of progs memory, only the
entity data itself (ie data accessible to progs via ent.fld) is stored in
progs memory. Many of the changes were due to code accessing edicts and
entity fields directly rather than through the provided macros.
Loading is broken for multi-file image sets due to the way images are
loaded (this needs some thought for making it effecient), but the
Blender environment map loading works.
They're unlit (fullbright, but that's nothing new for quake), but
working nicely. As a bonus, sort out the sky pass (forced to due to the
way command buffers are used).
There were actually several problems: translucency wasn't using or
depending on the depth buffer, and the depth buffer wasn't marked as
read-only in the g-buffer pass. Getting that correct seems to have given
bigass1 a 0.5% boost (hard to say, could be the usual noise).
While being able to write pipeline specs like this was the end goal of
the parsing sub-project, I didn't realize it was already usable. This
sure makes going through the pipeline specs much easier.
That was... easier than expected. A little more tedious that I would
have liked, but my scripting system isn't perfect (I suspect it's best
suited as the output of a code generator), and the C side could do with
a little more automation.
Other than dealing with shader data alignment issues, that went well :).
Nicely, the implementation gets the explicit scaling out of the shader,
and allows for a directional flag.
The transforms aren't actually freed at the end (more work), but at
least they aren't lost any more, though one is still lost for the
viewent (weapon). The obvious fix didn't work.
I never liked that some of the macros needed the type as a parameter
(yay typeof and __auto_type) or those that returned a value hid the
return statement so they couldn't be used in assignments.
Still "some" more to go: a pile to do with transforms and temporary
entities, and a nasty one with host_cbuf. There's also all the static
block-alloc lists :/
Light styles and shadows aren't implemented yet.
The map's entities are used to create the lights, and the PVS used to
determine which lights might be visible (ie, the surfaces they light).
That could do with some more improvements (eg, checking if a leaf is
outside a spotlight's cone), but the concept seems to work.
Double benefit, actually: faster when building a fat PVS (don't need to
copy as much) and can be used in multiple threads. Also, default visiblity
can be set, and the buffer size has its own macro.
Useful for avoiding a pile of wrapper functions that merely pass on
command-specific data to the actual implementation. Used to clean up the
wrappers in nq and qw cl_input.c
This is the first step towards component-based entities.
There's still some transform-related stuff in the struct that needs to
be moved, but it's all entirely client related (rather than renderer)
and will probably go into a "client" component. Also, the current
components are directly included structs rather than references as I
didn't want to deal with the object management at this stage.
As part of the process (because transforms use simd) this also starts
the process of moving QF to using simd for vectors and matrices. There's
now a mess of simd and sisd code mixed together, but it works
surprisingly well together.