The method is still held by known_methods, so freeing it causes grief.
However, it may cause a leak thus the free is only commented out. More
investigation is needed. I'm surprised the problem didn't show on linux,
but cygwin-native hit it and valgrind on linux found the spot :)
It seems to have been deprecated. This gets --host builds working,
although some libs don't work properly due to having only dlls and I
guess mingw stuff isn'n on any paths.
I really don't know why I tried to do ring-buffers without gaps, the
code complication is just not worth the tiny savings in memory. In fact,
just the switch from pointers to 32-bit offsets saves more memory than
not having gaps (on 64-bit systems, no change on 32-bit).
I've decided that appending to a full single-line buffer should simply
scroll through the existing text. Unsurprisingly, the existing code
doesn't handle the situation all that well. While I've already got a fix
for it, I think I've got a better idea that will handle full buffers
more gracefully.
This fixes the current line object getting corrupted by the tail line
update when the buffer is filled with a single line. There are probably
more tests to write and bugs to fix :)
I was looking through the code for Con_BufferAddText trying to figure
out what it was doing (answer: ring buffer for both text and lines) and
got suspicious about its handling of the line objects. I decided an
automated test was in order. It turns out I was right: filling the
buffer with a single long line causes the tail line to trample the
current line, setting its pointer and length to 0 when the final
character is put in the buffer.
It handles basic cursor motion respecting \r \n \f and \t (might be a
problem for id chars), wraps at the right edge, and automatically
scrolls when the cursor tries to pass the bottom of the screen.
Clearing the buffer resets its cursor to the upper left.
QFS_LoadFile closes its file argument (this is a design error resulting
from changing QFS_LoadFile to take a file instead of a path and not
completing the update), resulting in the call to Qfilesize accessing
freed memory.
This is intended for the built-in 8x8 bitmap characters and quake's
"conchars", but could potentially be used for any simple (non-composed
characters) mono-spaced font. Currently, the buffers can be created,
destroyed, cleared, scrolled vertically in either direction, and
rendered to the screen in a single blast.
One of the reasons for creating the buffer is to make it so scaling can
be supported in the sw renderer.
While it does get a bit cluttered currently, being able to see the
contents of structures makes a huge difference. Also highlights that
vector immediates do not get the correct type encodings.
PR_Debug_ValueString prints the value at the given offset using the
provided type to format the string. The formatted string is appended to
the provided dstring.
While it does get a bit cluttered currently, being able to see the
contents of structures makes a huge difference. Also highlights that
vector immediates do not get the correct type encodings.
PR_Debug_ValueString prints the value at the given offset using the
provided type to format the string. The formatted string is appended to
the provided dstring.
This fixes the internal error generated by the likes of
`(sv_gravity * '0 0 1')` where sv_gravity is a float and `'0 0 1'` is an
ivec3: the vector is promoted to vec3 first so that expanding sv_gravity
is expanded to vec3 instead of ivec3 (which is not permitted for a
float: expansion requires the destination base type to be the same as
the source).
For now, anyway, as the generated code looks good. There might be
problems with actual pointer expressions, but it allows entity.field to
work as expected rather than generate an ICE.
This fixes the internal error generated by the likes of
`(sv_gravity * '0 0 1')` where sv_gravity is a float and `'0 0 1'` is an
ivec3: the vector is promoted to vec3 first so that expanding sv_gravity
is expanded to vec3 instead of ivec3 (which is not permitted for a
float: expansion requires the destination base type to be the same as
the source).
For now, anyway, as the generated code looks good. There might be
problems with actual pointer expressions, but it allows entity.field to
work as expected rather than generate an ICE.
For whatever reason, building under MXE (for windows) causes FLAC to try
to use dll import references, but setting FLAC__NO_DLL before including
FLAC/export.h fixes the issue.
For whatever reason, building under MXE (for windows) causes FLAC to try
to use dll import references, but setting FLAC__NO_DLL before including
FLAC/export.h fixes the issue.
While this does pull the grovelling for the subpic out to the callers,
the real problem is the excessive use of qpic_t in the internal code:
qpic_t is really just the image format in wad files, and shouldn't be
used as a generic image handle.
Cleans up more of the icky code in the font drawing functions.
This makes working with quads, implied alpha quads, and lines much
cleaner (and gets rid of the bulk of the "eww" fixme), and will probably
make it easier to support multiple scraps and fonts, and potentially
more flexible ordering between pipelines.
-describe is sent to the object, and the returned string passed back.
There is a worry about the lifetime of the returned string as there's
currently no way of both ensuring it doesn't get freed prematurely and
ensuring it does eventually get freed.
If no handler has been registered, then the corresponding parameter is
printed as a pointer but with surrounding brackets (eg, [0xfc48]). This
will allow the ruamoko runtime to implement object printing.
The resultant unicode is encoded as utf-8, which does conflict with the
quake character map, but right now unicode is useful only with font
text, and those support only standard unicode (currently only as utf-8),
but something will need to be sorted out.
Arrays are passed as a pointer to the first element, so are always valid
parameters. Fixes a bogus "formal parameter N is too large to be passed
by value" error.
-describe is sent to the object, and the returned string passed back.
There is a worry about the lifetime of the returned string as there's
currently no way of both ensuring it doesn't get freed prematurely and
ensuring it does eventually get freed.
If no handler has been registered, then the corresponding parameter is
printed as a pointer but with surrounding brackets (eg, [0xfc48]). This
will allow the ruamoko runtime to implement object printing.
The resultant unicode is encoded as utf-8, which does conflict with the
quake character map, but right now unicode is useful only with font
text, and those support only standard unicode (currently only as utf-8),
but something will need to be sorted out.
This means that QF should support more exotic fonts without any issue
(once the rest of the text handling system is up to snuff) as HarfBuzz
does all the hard work of handling OpenType, Graphite, etc text shaping,
including kerning (when enabled).
Also, font loading now loads all the glyphs into the atlas (preload is
gone).
While the results are a little surprising (tends to alternate between
left side and top for allocations), there is much less wasted space in
the partially allocated regions, and the main free region seems to
always be quite big.
While VRect_Difference worked for subrect allocation, it wasn't ideal as
it tended to produce a lot of long, narrow strips that were difficult to
reuse and thus wasted a lot of the super-rectangle's area. This is
because it always does horizontal splits first. However, rewriting
VRect_Difference didn't seem to be the best option.
VRect_SubRect (the new function) takes only width and height, and splits
the given rectangle such that if there are two off-cuts, they will be
both the minimum and maximum possible area. This does seem to make for
much better utilization of the available area. It's also faster as it
does only the two splits, rather than four.
It is currently an ugly hack for dealing with the separate quad queue,
and the pipeline handling code needs a lot of cleanup, but it works
quite well, though I do plan on moving to HarfBuzz for text shaping. One
nice development is I got updating of descriptor sets working (just need
to ensure the set is no longer in use by the command queue, which the
multiple frames in flight makes easy).
It's implemented only in the Vulkan renderer, partly because there's a
lot of experimenting going on with it, but the glyphs do get transferred
to the GPU (checked in render doc). No rendering is done yet: still
thinking about whether to do a quick-and-dirty test, or to add HarfBuzz
immediately, and the design surrounding that.