Commit Graph

857 Commits

Author SHA1 Message Date
Bill Currie de974fdd3f [gamecode] Add format for addressing modes and use in return
This fixes Ruamoko's return format string. It looks like it's producing
the correct address (but doesn't show all the information it should),
but the rest of the debug code needs work locals.
2022-01-27 13:29:38 +09:00
Bill Currie 42db8514ae [gamecode] Use version instead of locals count
It turned out I need locals count and params_start for debugging, so use
the progs version instead to bail early from PR_EnterFunction and
PR_LeaveFunction (which I had forgotten anyway, oops).
2022-01-27 11:24:00 +09:00
Bill Currie a0d9cf8d8e [gamecode] Improve verbose statement prints for Ruamoko
They now include base register index and effective address of the
operands (though it may be wrong for instructions that don't use a base
register for that operand).
2022-01-27 10:57:31 +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 e9dff4ff9c [gamecode] Correct types and widths for bitnot
bitnot is the only unary operator in the bitops group and thus needs
special handling.
2022-01-27 10:21:48 +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 a2f4522e76 [gamecode] Align Ruamoko progs to 32 bytes.
Intel hardware requires 32-byte alignment for lvec4 and dvec4.
Unfortunately, it turns out that my attempts to align progs data in qfcc
went awry do to the order block sizes are calculated when writing the
progs.
2022-01-26 16:55:14 +09:00
Bill Currie ee4eecc741 [gamecode] Correct types and opname for memset and move 2022-01-26 12:26:12 +09:00
Bill Currie 6bc6db471d [gamecode] Make return use same addressing as other ops
This makes return consistent with load, store, etc, though its
addressing mode is encoded in bits 5 and 6 of c rather than the opcode.
It turns out I had no tests for any of return's addressing modes other
than basic def references, so no tests needed changing.
2022-01-26 09:51:11 +09:00
Bill Currie 37f08f9d4f [qfcc] Build the Ruamoko function parameters
The parameter defs are allocated from the parameter space using a
minimum alignment of 4, and varargs functions get a va_list struct in
place of the ...

An "args" expression is unconditionally injected into the call arguments
list at the place where ... is in the list, with arguments passed
through ... coming after the ...

Arguments get through to functions now, but there's problems with taking
the address of local variables: currently done using constant pointer
defs, which can't work for the base register addressing used in Ruamoko
progs.

With the update to test-bi's printf (and a hack to qfcc for lea),
triangle.r actually works, printing the expected results (but -1 instead
of 1 for equality, though that too is actually expected). qfcc will take
a bit longer because it seems there are some design issues in address
expressions (ambiguity, and a few other things) that have pretty much
always been there.
2022-01-24 23:44:48 +09:00
Bill Currie b663fecd4e [gamecode] Use PR_SetupParameters for rua called builtins
It's a bit heavy-handed as it sets all the param pointers, but simple
(no varargs) functions are working nicely in Ruamoko.
2022-01-24 16:46:49 +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 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 861e98725c [gamecode] Return early if the entered function has no locals
As even the simplest v6p functions that take parameters but have no
local or temporary variables still have locals for the local copy of the
parameters, this is a both a good check for for the Ruamoko ISA as its
functions never have locals (everything's on the progs data stack), and
an optimization for v6p functions that have no params or locals (simple
getters (very rare?), most .ctor, etc).
2022-01-22 21:41:35 +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 7a5ee6a55a [gamecode] Initialize .stack if it's available
And implement bounds checks for adjstk.
2022-01-21 20:33:15 +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 3df46d197f [gamecode] Add instructions for stack adjust, nop, and ldconst
ldconst isn't implemented yet but the plan is to load various constants
(eg, 0, 1, 2, pi, e, ...).

Stack adjust is useful for adding an offset to the stack pointer without
having to worry about finding it (and it checks for alignment).

nop is just that :)
2022-01-21 20:00:38 +09:00
Bill Currie c53127707b [qfcc] Set the return of Ruamoko calls
Of course, I had the width of opc wrong :P. But with this, it seems that
unoptimized calls should work once I get the stack frame working.
2022-01-21 13:50:21 +09:00
Bill Currie 16a203c643 [gamecode] Partially implement conversion code debug
The code is simply printed in octal for now, but it's better than
breaking the rest of the format string.
2022-01-21 10:12:50 +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 4b87d24737 [gamecode] Correct call's operator types 2022-01-21 10:07:35 +09:00
Bill Currie 5f66bfe887 [gamecode] Update printed opcode width
Opcodes now need 3 hex digits (hexits?) to print.
2022-01-20 18:37:28 +09:00
Bill Currie c39558efaa [gamecode] Audit the widths of rest of the instructions
I can't test them properly until I get qfcc up and running with basic
ruamoko code, but they are at least more correct than they were.
2022-01-20 17:27:56 +09:00
Bill Currie 854e45485a [gamecode] Correct the widths for load, store and lea
The different addressing modes complicate the width calculations, and
lea is particularly fun in that it doesn't care what the width of value
is.
2022-01-20 16:33:04 +09:00
Bill Currie e20aed5c5a [gamecode] Change address mode B to entity.field
It turned out that address mode B was redundant as C with 0 offset
(immediate) was the same (except for the underlying C code of course,
but adding st->b is very cheap). This allowed B to be used for
entity.field for all transfer operations. Thus instructions 0-3 are now
free as load E became load B, and other than the specifics of format
codes for statement printing, transfers+lea are unified.
2022-01-20 14:55:29 +09:00
Bill Currie 6ae9daf4b7 [gamecode] Clean out dead any/all/none data
The instructions are gone as hor/hand/hnor take care of them.
2022-01-20 14:52:59 +09:00
Bill Currie 875d4dc7cf [gamecode] Correct some ruamoko instruction meta data
There were some errors in instruction names and operand types resulting
in unsearchable instructions.
2022-01-20 13:08:05 +09:00
Bill Currie a4ebd6aa58 [gamecode] Fix a few missed opcode renames
if and ifnot became ifnz and ifz, and return_v lost its tail (it was
always redundant, except in dags, and that's fixed with a pointer check).
2022-01-20 13:07:57 +09:00
Bill Currie 143030fec4 [gamecode] Use text for all v6p opcode names
This makes the v6p instruction table consistent with the ruamoko
instruction table, and clears up some of the ugliness with the load,
store, and assign instructions (. .= and = are now spelled out). I think
I'd still prefer an enum code (faster) but at least this is more
readable.
2022-01-20 09:26:01 +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 2c52e26d1a [gamecode] Be more consistent with access types
Eg, pointers via ptr, entities via entity, etc.
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 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 cfe7c44df0 [gamecode] Rename ev_integer to ev_int
And other related fields so integer is now int (and uinteger is uint). I
really don't know why I went with integer in the first place, but this
will make using macros easier for dealing with types.
2022-01-18 13:27:19 +09:00
Bill Currie 978d6fd3e8 [gamecode] Macro-ize the progs type names
Now they'll never get out of sync again :)
2022-01-18 13:27:19 +09:00
Bill Currie 2df64384c1 [gamecode] Clean up string_t and pointer_t
They are both gone, and pr_pointer_t is now pr_ptr_t (pointer may be a
little clearer than ptr, but ptr is consistent with things like intptr,
and keeps the type name short).
2022-01-18 12:11:14 +09:00
Bill Currie 9348f7b89c [gamecode] Preserve the return pointer across calls
This required delaying the setting of the return pointer by call until
after the current pointer had been saved, and thus passing the desired
pointer into PR_CallFunction (which does have some advantages for C
functions calling progs functions, but some dangers too (should ensure a
128 byte (32 word) buffer when calling untrusted code (which is any,
really)).
2022-01-17 19:12:28 +09:00
Bill Currie e9af549195 [gamecode] Fix some goofs in the callchain test
They made it difficult to tell when I got things working :P
2022-01-17 18:51:50 +09:00
Bill Currie 306fcbfbd0 [gamecode] Improve callchain test
Add another function call to further mess up the return value address
and verify just where it is pointing.
2022-01-17 16:55:39 +09:00
Bill Currie 89e120ba34 [gamecode] Make return support 32 words
This took interpreting the lower 5 bits of operand c as size - 1, and
0xffff as void (0 words).
2022-01-17 16:54:27 +09:00
Bill Currie 94ef9931a5 [gamecode] Add two more call/return tests
The two tests check that 32 words can be returned (fails) and that
function calls can be nested and their values returned properly (also
fails).
2022-01-17 16:30:13 +09:00
Bill Currie 736387bc88 [gamecode] Preserve base registers across calls
With this, functions can call other functions without having to worry
about whether the base registers they set up are still valid.
2022-01-17 15:08:58 +09:00
Bill Currie 8da1163a82 [gamecode] Add bases check to callret test
The base registers must be preserved across a function call and they
currently are not, thus the updated test fails again.
2022-01-17 14:59:17 +09:00
Bill Currie 213434b705 [gamecode] Save and restore data stack in call stack
This fixes the issue of the data stack not being restored properly
because the returning function needs to return a value from its local
variables (stored on the stack) and accessing stack data below the stack
pointer is a bad idea (sure, no interrupts yet, but who knows...).
2022-01-17 14:45:14 +09:00
Bill Currie 8e5c2c6534 [gamecode] Correct type of return address in stack
This is another one of those "why signed?" things: can't have negative
return addresses.
2022-01-17 14:43:43 +09:00
Bill Currie cf3106ce28 [gamecode] Correct call's mode selection
Call's operand c is used to specify where the return value of the
function is to be stored. This gets both the correct function being
called, and the value being returned correctly. Test still fails due to
the stack restoration issue.
2022-01-17 14:29:14 +09:00
Bill Currie b3909dbe4c [gamecode] Add a test for call and return
It currently fails for two reasons:
 - call's mode selection is incorrect (never updated from when there was
   only the one call instruction and the mode was encoded in operand c)
 - return should automatically restore the stack pointer to the value it
   had on entry to the function, thus allowing local values stored on
   the stack to be safely returned.
2022-01-17 14:26:12 +09:00
Bill Currie 56d8bdee82 [gamecode] Add a fixme about using gcc's vec convert
It might produce better code than the way I'm currently doing it.
2022-01-17 10:32:19 +09:00
Bill Currie 1beadbf871 [gamecode] Add tests for the branch instructions 2022-01-17 09:57:54 +09:00
Bill Currie 1baf17b780 [gamecode] Add tests for the jump instructions 2022-01-17 09:34:16 +09:00
Bill Currie 1397c94ef5 [gamecode] Add tests for the state instructions 2022-01-16 22:17:17 +09:00
Bill Currie 0bd05c71ac [gamecode] Use unsigned for entity values
I don't know why they were ever signed (oversight at id and just
propagated?). Anyway, this resulted in "unsigned" spreading a bit, but
all to reasonable places.
2022-01-16 22:15:18 +09:00
Bill Currie 2b82533526 [gamecode] Add double time state instructions
This has been a long-held wishlist item, really, and I thought I might
as well take the opportunity to add the instructions. The double
versions of STATE require both the nextthink field and time global to be
double (but they're not resolved properly yet: marked with
"FIXME double time" comments).

Also, the frame number for double time state is integer rather than
float.
2022-01-16 21:27:49 +09:00
Bill Currie d57712975e [gamecode] Add tests for the hops instructions
And, of course, fix a bug in the inverted hops (yay for tests).
2022-01-16 18:46:29 +09:00
Bill Currie 7ea12b3ff9 [gamecode] Implement the HOPS sub-instructions
In the end, I decided any/all/none should be separate from the other
horizontal ops, if I even do them (can be implemented by first
converting to bool, then using the appropriate horizontal operation (& |
etc).
2022-01-16 16:28:48 +09:00
Bill Currie 8050c7bd77 [gamecode] Rearrange several instructions
ANY/ALL/NONE have been temporarily removed until I implement the HOPS
(horizontal operations) sub-instructions, which will all both 32-bit and
64-bit operands and several other operations (eg, horizontal add).

All the fancy addressing modes for the conditional branch instructions
have been permanently removed: I decided the gain was too little for the
cost (24 instructions vs 6). JUMP and CALL retain their addressing
modes, though.

Other instructions have been shuffled around a little to fill most of
the holes in the upper block of 256 instructions: just a single small
7-instruction hole.

Rearrangements in the actual engine are mostly just to keep the code
organized. The only real changes were the various IF statements and
dealing with the resulting changes in their addressing.
2022-01-16 14:22:04 +09:00
Bill Currie dc4df49fff [gamecode] Add tests for the swizzle instructions
While not always generated (yet?) the tests are at least in. Just not
sure about auto-generated tests that can't be hand-edited.
2022-01-15 22:44:58 +09:00
Bill Currie 49dcd5ef40 [gamecode] Add tests for the with instruction(s)
While mode 4 was tested a lot, none of the rest were. Also added a full
reset instruction.
2022-01-15 18:44:11 +09:00
Bill Currie 38ab0f0243 [gamecode] Move pushregs and popregs into with
This frees up another two instructions.
2022-01-15 16:51:59 +09:00
Bill Currie a14b9f8252 [gamecode] Move the lea block
It just feels better with it being close the load/store etc
2022-01-15 16:39:52 +09:00
Bill Currie e133de8c89 [gamecode] Drop B addressing for lea
When creating the tests for lea, I noticed that B was yet another simple
assign, so I decided it was best to drop it and move E into its place
(freeing up another instruction).
2022-01-15 16:27:46 +09:00
Bill Currie 11e89c8c97 [gamecode] Add tests for lea 2022-01-15 16:07:11 +09:00
Bill Currie fae432f46e [gamecode] Make no-op conversions simple copies
Most useful for 64-bit values as only one instruction is needed to move
the data around rather than two, but could be slightly faster for 32-bit
as the addressing is simpler (needs profiling).
2022-01-15 15:44:53 +09:00
Bill Currie bffcbfc9fc [gamecode] Add tests for bitops 2022-01-15 13:59:03 +09:00
Bill Currie 7cd398d4a7 [gamecodee] Add tests for move and memset 2022-01-15 13:20:33 +09:00
Bill Currie 6f1f56aea7 [gamecode] Make commented braces match
They annoyed me
2022-01-14 22:51:18 +09:00
Bill Currie 1aa4844bf6 [gamecode] Make string ops mostly conform with bools
The compare/ne operator returns "random" -ve, 0, +ve values (really,
just the numerical difference between the chars of the strings), but all
the rest return -1 for true and 0 for false, as with the rest of the
comparison operators.
2022-01-14 22:44:08 +09:00
Bill Currie c8362c28fe [gamecode] Add tests for string ops
Does not include string concatenation because I don't feel like messing
with zone init, but all the other operators are tested (currently
failing due to bool convention)
2022-01-14 22:42:56 +09:00
Bill Currie f4eeed36b7 [gamecode] Add tests for the scale instructions 2022-01-14 19:46:35 +09:00
Bill Currie 1a2ac24d8d [gamecode] Make num_globals() calculate actual globals
It calculating only the size of the array (which was often 4 or 8
globals per element) proved to be a pain when I forgot to alter the size
for the new scale tests. Fixing the size calculation even found a bug in
the shiftop tests.
2022-01-14 19:45:51 +09:00
Bill Currie a81067603c [gamecode] Mention possibly undefined behavior
It seems casting from float/double to [unsigned] int/long when the value
doesn't fit is undefined (which would explain the inconsistent results).
Mentioning the possibility seems like a good idea should the results for
such casts change and cause the tests to fail.
2022-01-14 16:52:44 +09:00
Bill Currie a1c1c9fcf0 [gamecode] Add test for conversions to double
And fix an incorrect base index in the bool64 tests.
2022-01-14 15:51:49 +09:00
Bill Currie 1f73b26d24 [gamecode] Correct incorrect bool32-bool64 conversion
And add tests for long, ulong and bool64 conversions.
2022-01-14 14:54:35 +09:00
Bill Currie 4bf934e6b9 [gamecode] Correct incorrect bool64-bool32 conversion
And add tests for float, uint and bool32 conversions.
2022-01-14 13:54:03 +09:00
Bill Currie e26fb49df7 [gamecode] Get conversion to int working for all types
Bools turned out to be a problem to due to me wanting any non-zero value
to be treated as true thus had to expand them out as well as the
floating point <-> integral conversions.
2022-01-14 12:11:23 +09:00
Bill Currie cd68455e46 [gamecode] Add tests for converting to int
They currently fail because for vector values, gcc casts the view, not
the value, so vec4 cast to ivec4 simply views the bits as int rather
than doing the actual conversion.
2022-01-14 12:11:22 +09:00
Bill Currie e8e0a69628 [gamecode] Add conversions to/from bool
For now, from bool results in 0/1, but conversion to bool guarantees
0/-1 and correct interpretations for floating point types.
2022-01-13 17:37:44 +09:00
Bill Currie ba1d73200f [gamecode] Clean up a pile of duplicate code
All those duplicated formats were getting unwieldy, especially as I want
to add more conversion modes.
2022-01-13 16:10:06 +09:00
Bill Currie 3eb2194343 [gamecode] Invert the meaning of the skip matrix
Rather than specifying that the conversion should be skipped, it now
specifies the mode of the conversions (with 0 being no conversion). This
is in preparation for boolean conversion.
2022-01-13 15:58:12 +09:00
Bill Currie 6f6f47e27e [gamecode] Drop bool ops in favor of long bit ops
I realized that being able to do bit-wise operations with 64-bit values
(and 256-bit vectors) is far more important than some convenient boolean
logic operators. The logic ops can be handled via the bit-wise ops so
long as the values are all properly boolean, and I plan on adding some
boolean conversion ope, so no real loss.
2022-01-13 14:24:11 +09:00
Bill Currie 424bdcbf96 [gamecode] Implement the scale instructions
Both float 2,3,4 vectors and double 2,3,4 vectors (1 would be just a
copy of the mul instructions).

This completes the currently planned instructions. Now for testing.
2022-01-13 13:53:07 +09:00
Bill Currie 3587b13a40 [gamecode] Implement the conversion instructions
Not all possibilities are supported because converting between int and
uint, and long and ulong is essentially a no-op. However, thanks to
Deek's suggestion, not only are all reasonable conversions available,
conversions for all widths are available, so vector conversions are
supported.

The code for the conversions is generated.
2022-01-13 13:51:24 +09:00
Bill Currie f7181a09b4 [gamecode] Add tests for shiftops
They're in test-unsigned because 2/3 of them are unsigned.
2022-01-12 10:24:59 +09:00
Bill Currie 6229ae8ecc [gamecode] Add tests for unsigned comparisons
And fix the implementation: I had used the wrong macro.
2022-01-11 13:00:54 +09:00
Bill Currie e7d7ec1989 [gamecode] Add tests for signed comparison ops
Fortunately, they all pass without issues.
2022-01-11 09:37:38 +09:00
Bill Currie 0fb6619585 [gamecode] Compact the convert instructions into one
Thanks to Deek for the suggestion: the mode (ie, src and dst types) are
encoded in st->b. Actual code not written yet, but this frees up 13
instructions: now have 74 available for really interesting stuff :)
2022-01-10 11:53:57 +09:00
Bill Currie b9e32ee2f5 [gamecode] Rework call and return instructions
The call1-8 instructions have been removed as they are really not needed
(they were put in when I had plans of simple translation of v6p progs to
ruamoko, but they joined the dinosaurs).

The call instruction lost mode A (that is now return) and its mode B is
just the regular function access. The important thing is op_c (with
support for with-bases) specifies the location of the return def.

The return instruction packs both its addressing mode and return value
size into st->c as a 3.5 value: 3 bits for the mode (it supports all
five addressing modes with entity.field being mode 4) and 5 for the
size, limiting return sizes to 32 words, which is enough for one 4x4
double matrix.

This, especially with the following convert patch, frees up a lot of
instructions.
2022-01-10 11:53:14 +09:00
Bill Currie ba29be3f82 [gamecode] Rename ifnot and if to be less confusing
I think :) anyway, now they're ifz and ifnz, making them consistent with
the rest of the if instructions.
2022-01-10 11:27:57 +09:00
Bill Currie db7a67e5b7 [gamecode] Rearrange vector instructions
This allows the dot products to be consistent with their sizes: cdot is
really dot_2, vdot dot_3, and qdot dot_4.
2022-01-10 11:16:55 +09:00
Bill Currie 494a6908bb [gamecode] Improve with's comment 2022-01-10 11:04:43 +09:00
Bill Currie 86e81ba250 [gamecode] Rearrange the branch instructions
Now they're in a much more consistent arrangement, in particular with
the comparison opcodes if the conditional branch instructions are
considered to be fast comparisons with zero (ifnot -> ifeq, if -> ifne,
etc). Unconditional jump and call fill in the gaps. The goal was to get
them all in an arrangement that would work as a small enum for qfcc: it
can use the enum directly for the ruamoko IS, and a small map array for
v6p (except for call).
2022-01-09 01:07:23 +09:00
Bill Currie 7d5c692313 [gamecode] Generate the new opcodes enum too
It turns out I'll be tweaking it more than I expected.
2022-01-09 01:04:51 +09:00