Things are still a mess, but a proper cleanup will be a lot of work and
will, really, involve properly splitting quake-specific code* out from
the rest of the renderer.
* data loading and format specific stuff
A single graphics-capable queue should be enough for now. However, I'm
not sure I'm happy with a lot of the code: it's a bit difficult to write
flexibly configured code for Vulkan (or seems to be at this stage),
especially in C.
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've decided that setting pr.max_edicts and pr.zone_size as part of the
local progs initialization rather than in PR_LoadProgsFile makes more
sense. For one, it is unlikely for the limits to change every time progs is
reloaded. Also, they seem to be a property of the VM rather than the progs.
However, there is nothing stopping the caller from updating max_edicts and
zone_size every call.
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).
This was caused by an out-by one error when setting up the skin: if cmap
was 0 then the gl_skin struct would be taken from index -1 of the array and
thus cause all sorts of grief.
GL sometimes crashes when building skins. This probably isn't the correct
fix (finding the situation where fb->tex can become NULL despite fb being
non-null is), but it does kill the segfault. Luckily, this is git and this
commit can just be reverted when the real fix shows up. :)
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.