Commit graph

2174 commits

Author SHA1 Message Date
Bill Currie
cfaf158ebc [math] Add some bit-op functions
Just 32-bit rounding to next higher power of two, and base 2 logarithm.
Most importantly, they are suitable for use in initializers as they are
constant in, constant out.
2022-01-23 13:47:14 +09:00
Bill Currie
68d87de251 [gamecode] Clarify docs for PR_CallFunction
I found the docs in PR_ExecuteProgram and PR_CallFunction to be a little
confusing, so making it explicit that PR_ExecuteProgram calls
PR_CallFunction and that PR_CallFunction should be called only in a
builtin seemed like a good idea.
2022-01-22 11:38:26 +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
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
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
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
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
0748581cd6 [gamecode] Tidy up progs type definitions
A bit of whitespace and put them in order of the types enum
2022-01-18 17:05:11 +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
2f6c3c8ffb [ruamoko] Use pr_type_names.h for Ruamoko
Keeping the two sets of definitions in sync has always been a pain.
2022-01-18 14:21:09 +09:00
Bill Currie
8a9911bf61 [build] Fix messed up progs include dir
I'd missed adding progs/ to the paths.
2022-01-18 14:14:17 +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
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
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
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
09002c17e6 [gamecode] Add an enum for the different branch types
While it doesn't cover the addressing modes, it does match the bit
pattern used in the Ruamoko instruction set. It will make selecting
branch instructions easier (especially for Ruamoko).
2022-01-09 13:56:09 +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
Bill Currie
4111d44dcc [gamecode] Move progs auxiliary headers into a subdirectory
Just another step along the road of tidying up the QF include directory
(and desirable for generated data).
2022-01-09 00:26:52 +09:00
Bill Currie
14d95f81d1 [gamecode] Remove PR_Opcode_Init
It was idempotent, then it became impotent. Now it's just not needed.
2022-01-07 19:25:34 +09:00
Bill Currie
23613ca985 [simd] Get the new functions working on older hardware
In some cases, gcc-11 does a good enough job translating normal looking
C expressions so use just those, but other times need to dig around for
an appropriate intrinsic.

Also, now need to disable psapi warnings when compiling for anything
less than avx.
2022-01-07 11:48:28 +09:00
Bill Currie
80c5e2c3f6 [simd] Remove requirements for AVX2 for vec4d
It seems gcc-11 does a pretty good job of emulating the instructions (it
no longer requires avx2 for 256-bit wide vectors).
2022-01-06 18:06:56 +09:00
Bill Currie
c74cfb9bf6 [gamecode] Generate instruction widths and types
Not everything is correct, but this is enough to get started on
supporting disassembly in the various tools and code generation in qfcc.
2022-01-05 22:33:59 +09:00
Bill Currie
c9b2a740a0 [gamecode] Add etypes for long and ulong
And partial implementations in qfcc (most places will generate an
internal error (not implemented) or segfault, but some low-hanging fruit
has already been implemented).
2022-01-05 22:32:07 +09:00
Bill Currie
0b92cd3a88 [gamecode] Generate the new opcode table
As I expect to be tweaking things for a while, it's part of the build
process. This will make it a lot easier to adjust mnemonics and argument
formats (tweaking the old table was a pain when conventions changed).

It's not quite done as it still needs arg widths and types.
2022-01-05 19:09:07 +09:00
Bill Currie
0b674f5ed4 [gamecode] Clean up some opcode names
While working on the new opcode table, I decided a lot of the names were
not to my liking.  Part of the problem was the earlier clash with the
v6p opcode names, but that has been resolved via the v6p tag.
2022-01-05 19:04:43 +09:00
Bill Currie
63db48bf42 [simd] Add integral loadvec3 versions that set w to 1
Always setting w to 0 made it impossible to use the resulting 4d vectors
in division-based operations as they would result in divide-by-zero and
thus an unavoidable exception (CPUs don't like integer div-by-zero).
I'll probably add similar for float and double, but they're not as
critical as they'll just give inf or nan. This also increases my doubts
about the value of keeping 3d vector operations.
2022-01-04 18:23:32 +09:00
Bill Currie
09b029d82c [simd] Correct result for cmuld
I must have had quite the brain-fart when I wrote that. Yay for tests :)
2022-01-03 23:27:01 +09:00
Bill Currie
6de1ba6901 [gamecode] Clean up the conversion instructions
Float bit-ops as well.

Also, add q*v4 and v4*q instructions. There are currently 48 free
opcodes, and I might remove the scale instructions, but they could be
useful as expanding a single float to a vector would take 3 instructions
(copy to temp, swizzle-expand temp, multiply, vs just scale).
2022-01-03 23:27:01 +09:00
Bill Currie
9084121ad2 [simd] Correct result for dot2f
It turns out gcc optimizes the obvious code nicely. It doesn't do so
well for cmul, but I decided to use obvious code anyway (the instruction
counts were the same, so maybe it doesn't get better for a single pair
of operands).
2022-01-03 23:27:01 +09:00
Bill Currie
fd298f3601 [gamecode] Create a mask for extracting the opcode
Got tired of copying the full thing around.
2022-01-03 23:27:01 +09:00
Bill Currie
920c5fd99b [gamecode] Add debug event name strings
Makes it easier to print nice debug event messages.
2022-01-03 23:26:50 +09:00
Bill Currie
8a2788c267 [gamecode] Add PROG_V6P_VERSION and bump PROG_VERSION
This allows the VM to select the right execution loop and qfcc currently
still produces only the old IS (it doesn't know how to deal with the new
IS yet)
2022-01-03 13:56:43 +09:00
Bill Currie
925797b1d4 [gamecode] Add a new Ruamoko instruction set
When it's finalized (most of the conversion operations will go, probably
the float bit ops, maybe (very undecided) the 3-component vector ops,
and likely the CALLN ops), this will be the actual instruction set for
Ruamoko.

Main features:
 - Significant reduction in redundant instructions: no more multiple
   opcodes to move the one operand size.
 - load, store, push, and pop share unified addressing mode encoding
   (with the exception of mode 0 for load as that is redundant with mode
   0 for store, thus load mode 0 gives quick access to entity.field).
 - Full support for both 32 and 64 bit signed integer, unsigned integer,
   and floating point values.
 - SIMD for 1, 2, (currently) 3, and 4 components. Transfers support up
   to 128-bit wide operations (need two operations to transfer a full
   4-component double/long vector), but all math operations support both
   128-bit (32-bit components) and 256-bit (64-bit components) vectors.
 - "Interpreted" operations for the various vector sizes: complex dot
   and multiplication, 3d vector dot and cross product, quaternion dot
   and multiplication, along with qv and vq shortcuts.
 - 4-component swizzles for both sizes (not yet implemented, but the
   instructions are allocated), with the option to zero or negate (thus
   conjugates for complex and quaternion values) individual components.
 - "Based offsets": all relevant instructions include base register
   indices for all three operands allowing for direct access to any of
   four areas (eg, current entity, current stack frame, Objective-QC
   self, ...) instructions to set a register and push/pop the four
   registers to/from the stack.

Remaining work:
 - Implement swizzle operations and a few other stragglers.
 = Make a decision about conversion operations (if any instructions
   remain, they'll be just single-component (at 14 meaningful pairs,
   that's a lot of instructions to waste on SIMD versions).
 - Decide whether to keep CALL1-CALL8: probably little point in
   supporting two different calling conventions, and it would free up
   another eight instructions.
 - Unit tests for the instructions.
 - Teach qfcc to generate code for the new instruction set (hah, biggest
   job, I'm sure, though hopefully not as crazy as the rewrite eleven
   years ago).
2022-01-03 00:49:49 +09:00
Bill Currie
0c17c6dc24 [gamecode] Rename the old opcodes
To reflect their basis on v6 progs instructions, they sport the v6p tag
where the p is for "plus" due to the QuakeForge extensions.
2022-01-02 21:30:02 +09:00
Bill Currie
bc0a09f452 [gamecode] Switch to using type parameter op macros
I wish I'd done it this way years ago (but maybe gcc 2.95 couldn't hack
the casts, I do know there were aliasing problems in the past). Anyway,
this makes operand access much more consistent for variable sized
operands (eg float vs double vs vec4), and is a big part of the new
instruction set implementation.
2022-01-02 20:46:32 +09:00
Bill Currie
ba5f6d97c6 [gamecode] Remove the right_associative field
It has been useless pretty much since I switched to using bison for the
parser.
2022-01-02 19:09:58 +09:00
Bill Currie
c42043ced4 [gamecode] Add types needed for new instruction set
In particular, the various 2d and 4d vector types, and 64-bit types.
Also, some aliases to make instruction implementation macros workable.
2022-01-02 17:48:43 +09:00
Bill Currie
63442895fc [simd] Add the new headers to dist 2022-01-02 16:10:37 +09:00
Bill Currie
0e1964bf74 [simd] Split out the ivec implementations
And add any/all/none functions.
2022-01-02 16:02:57 +09:00
Bill Currie
5fb28d7c38 [math] Clean up vector component operations
And add a unary op macro. Having VectorCompOp makes it easy to write
macros that work for multiple data widths, which is why it and its users
now use (dst, ...) instead of (..., dst) as in the past. I'll sort out
the other macros later now that I know the compiler handily gives
messages about the switched order (uninitialized vars etc).
2022-01-02 01:15:17 +09:00
Bill Currie
9aa8f18d73 [math] Split out Quat/Vector compare implementations
This renames existing VectorCompCompare (and quaternion equivalent) to
VectorCompCompareAll and makes VectorCompCompare produce a vector of
results with optional negation (converting 0,1 to 0,-1 for compatibility
with simd semantics).
2022-01-02 01:09:51 +09:00
Bill Currie
97034d9dde [simd] Add 2d vector types
For int, long, float and double. I've been meaning to add them for a
while, and they're part of the new Ruamoko instructions set (which is
progressing nicely).
2022-01-02 00:57:55 +09:00
Bill Currie
365762b8a6 [gamecode] Switch to using indexed initializers
The opcode table is a nightmare to maintain, but this does clean it up
and speed up opcode lookups since they can now be indexed. Of course, it
turns out I had missed adding several instructions, so had to fix that,
and qfcc needed a bit of a re-jigger to get the opcode out of the table.
2021-12-31 19:16:02 +09:00
Bill Currie
be474d9937 [gamecode] Remove the wart from def and function names
I never liked the leading s_ (though I guess it means one is supposed to
interpret the int as a string pointer, but meh).
2021-12-31 15:02:31 +09:00
Bill Currie
6990bd5752 [gamecode] Add some more comments to dfunction_t 2021-12-31 14:48:52 +09:00
Bill Currie
1be220559a [zone] Add function to retrieve memory usage 2021-12-27 20:12:03 +09:00
Bill Currie
78220ff420 [netchan] Correct type of last_received
Storing a double in a float does not go well when that double starts at
4294967296. Fixes the delayed timeouts in qtv.
2021-12-27 18:13:44 +09:00
Bill Currie
94871671d2 [qw] Use a callback for netchan logging
This gets outgoing packet logging working again. Yay, fill my hard-drive
faster ;)
2021-12-27 17:54:58 +09:00
Bill Currie
cafc6a541f [gamecode] Get PR_Profile working
The switch from using pr_functions (dfunction_t) to function_table
(bfunction_t) for keeping track of the current function (and thus
profiling data) broke PR_Profile as it never saw anything but 0.
2021-12-27 13:50:49 +09:00
Bill Currie
5588d0de60 [gamecode] Separate debug byte-swap and pointer init
PR_LoadDebug now does only the initial version and crc checks, and the
byte-swapping of the loaded symbols file. PR_DebugSetSym sets up all the
pointers.
2021-12-26 22:39:37 +09:00
Bill Currie
e062163aa4 [simd] Remove some intrinsics dependencies
Not sure why I used intrinsics at the time. Probably wasn't comfortable
getting gcc to do what I wanted.
2021-12-26 12:50:46 +09:00
Bill Currie
c87be87741 Fix some doxygen warnings 2021-12-25 11:17:33 +09:00
Bill Currie
0c41c11f1d [gamecode] Use a new developer flag for builtin debug
rua_resolve works for now
2021-12-24 06:45:13 +09:00
Bill Currie
6d64b2c47c [vulkan] Build particle buffers 2021-12-24 06:45:13 +09:00
Bill Currie
23e3b4c2e5 [ruamoko] Retrieve a plitem_t from PropertyList
And also internally for cross-builtin use.
2021-12-24 06:45:13 +09:00
Bill Currie
f1d097c0c4 [ruamoko] Add bindings for Mercenne Twister 2021-12-24 06:45:13 +09:00
Bill Currie
91a686d1f5 [util] Add mtwist float random number functions
mtwist_rand_0_1 produces numbers in the range [0, 1) and
mtwist_rand_m1_1 produces numbers in the range (-1, 1). The numbers will
not be denormal, so the distribution should be fairly uniform (as much
as Mersenne Twister itself is), but this needs proper testing.

0 is included for the mtwist_rand_0_1 as it seems useful, but -1 is not
included in mtwist_rand_m1_1 in order to keep the extremes of the
distribution balanced around 0.
2021-12-24 06:45:13 +09:00
Bill Currie
9571fb83ee [input] Move freelook macro deffiniton
It belongs quite solidly in the client code since it's the client that's
defining the concept.
2021-12-24 06:45:13 +09:00
Bill Currie
3cb93d4cbe [input] Add functions to get single axis/button info
Handy for retrieving the current state (raw) of a single axis or button.
2021-12-24 06:45:13 +09:00
Bill Currie
803c9defae [input] Clean out more keys.h refs 2021-12-24 06:45:13 +09:00
Bill Currie
33e48025dd [ruamoko] Replace rua_key with rua_input
And create rua_game to coordinate other game builtins.

Menus are broken for key handling, but have been since the input rewrite
anyway. rua_input adds the ability to create buttons and axes (but not
destroy them). More work needs to be done to flesh things out, though.
2021-12-24 06:45:13 +09:00
Bill Currie
2cb987fdb5 [build] Clean up a pile of distcheck issues 2021-12-24 06:45:13 +09:00
Bill Currie
2d109e615b [client] Clean up a stray reference to the renderer
Reaching into the renderer internals for r_worldmodel doesn't work when
the plugins are not static.
2021-12-24 06:45:13 +09:00
Bill Currie
d70d72e6e4 [particles] Create a psystem object
This takes care of the global variables to a point (there is still the
global struct shared between the non-vulkan renderers), but it also
takes care of glsl's points-only rendering.
2021-12-24 06:45:13 +09:00
Bill Currie
372c89b479 [particles] Merge physics code
The particle physics is called by the renderer.
2021-12-24 06:45:13 +09:00
Bill Currie
8d2791752e [particles] Merge particle spawning into client
After yesterday's crazy marathon editing all the particles files, and
starting to do another big change to them today, I realized that I
really do need to merge them down. All the actual spawning is now in the
client library (though particle insertion will need to be moved). GLSL
particle rendering is semi-broken in that it now does only points (until
I come up with a way to select between points and quads (probably a
context object, which I need anyway for Vulkan)).
2021-12-24 06:45:13 +09:00
Bill Currie
ce4bb1d56c [renderer] Move particles over to simd
This has the advantage of getting entity_t out of the particle system,
and much easier to read math. Also, it served as a nice test for my
particle physics shaders (implemented the ideas in C). There's a lot of
code that needs merging down: all but the actual drawing can be merged.

There's some weirdness with color ramps, but I'll look into that later.
2021-12-24 06:45:13 +09:00
Bill Currie
83ec2be2a6 [vid] Add a listener set for palette changes
This was needed to get crosshaircolor working correctly, but is likely
another step towards resizable windows (the listener set types are
generic for any viddef event, not just palette changes).
2021-12-24 06:45:13 +09:00
Bill Currie
8b1eec08cf [scene] Provide direct access to the world matrix
Holding onto the pointer is not a good idea, and it is read-only as
direct manipulation of the world matrix is not supported. However, this
is useful for passing the matrix to the GPU.
2021-12-24 06:45:13 +09:00
Bill Currie
869cc4050c [vulkan] Flush bsp vertex indices after all drawing 2021-12-24 06:45:13 +09:00
Bill Currie
36e98f013e [vulkan] Clean up bsp push-constants. 2021-12-24 06:45:13 +09:00
Bill Currie
b9bc3fa132 [vulkan] Split out the push constants helper
It proved to work well in the sprite pipeline, and should be useful for
cleaning up the magic numbers in bsp and alias.
2021-12-24 06:45:13 +09:00
Bill Currie
db6c76d583 [vulkan] Abandon bindless rendering
At least for now, it is more trouble than it is worth as it (or my
implementation of it) breaks lavapipe and renderdoc.
2021-12-24 06:45:13 +09:00
Bill Currie
6aaf5c3722 [vulkan] Start work on particles for Vulkan
This gets the pipelines loaded (and unloaded on shutdown). Probably the
easy part :P. Still need to sort out the command buffers,
synchronization, and particle generation (and probably a bunch else
that's not coming to mind).
2021-12-24 06:45:13 +09:00
Bill Currie
9dcaa98205 [vulkan] Clean up a pile of C&P fluff 2021-12-24 06:45:13 +09:00
Bill Currie
e0af6541e6 [vulkan] And a bunch of buffer barrier transitions
These seem to be the most likely ones for compute shaders (some based on
my ideas for particles).
2021-12-24 06:45:13 +09:00
Bill Currie
7901f87960 [vulkan] Add support for compute shaders
This needed changing Vulkan_CreatePipeline to
Vulkan_CreateGraphicsPipeline for consistency (and parsing the
difference from a plist seemed... not worth thinking about).
2021-12-24 06:45:13 +09:00
Bill Currie
93f806ccfb [vulkan] Make device.h more include-order independent 2021-12-24 06:45:13 +09:00
Bill Currie
0d4ece875d [vulkan] Use indexed initializers for barriers
This will make maintaining the arrays much easier: no worries about
getting things out of sync.
2021-12-24 06:45:13 +09:00
Bill Currie
c366b1b7bb [vulkan] Implement the sprite render passes
It turned out the bindless approach wouldn't work too well for my design
of the sprite objects, but I don't think that's a big issue at this
stage (and it seems bindless is causing problems for brush/alias
rendering via renderdoc and on my versa pro). However, I have figured
out how to make effective use of descriptor sets (finally :P).

The actual normal still needs checking, but the sprites are currently
unlit so not an issue at this stage.
2021-12-24 06:45:13 +09:00
Bill Currie
dafe591446 [renderer] Start merging sprite frame calculation
This covers gl and sw. sw32 should be trivial (just haven't done it),
but glsl will take a little. Vulkan will use it.
2021-12-24 06:45:13 +09:00
Bill Currie
743a732bd7 [vulkan] Correct the semantics of QFV_NextOffset
I'm not at all sure what I was thinking when I designed it, but I
certainly designed it wrong (to the point of being fairly useless). It
turns out memory requirements are already aligned in size (so just
multiplying is fine), and what I really wanted was to get the next
offset aligned to the given requirements.
2021-12-24 06:45:13 +09:00
Bill Currie
0eb556b8f9 [vulkan] Load sprite model data
The vertices and frame images are loaded into the one memory object,
with the vertices first followed by the images.

The vertices are 2D xy+uv sets meant to be applied to the model
transform frame, and are pre-computed for the sprite size (this part
does support sprites with varying frame image sizes).

The frame images are loaded into one image with each frame on its own
layer. This will cause some problems if any sprites with varying frame
image sizes are found, but the three sprites in quake are all uniform
size.
2021-12-24 06:45:13 +09:00
Bill Currie
c5cfcc7bfd [sprite] Separate model and texture loading
As much as it can be since the texture data is interleaved with the
model data in the files (I guess not that bad a design for 25 years ago
with the tight memory constraints), but this paves the way for
supporting sprites in Vulkan.
2021-12-24 06:45:13 +09:00
Bill Currie
6eed89151c [vulkan] Fix a function doc typo 2021-12-24 06:45:13 +09:00
Bill Currie
ad5415a860 [zone] Make zone.h stand-alone
ie, including just it from QF will compile.
2021-12-24 06:45:13 +09:00
Bill Currie
e7e6dd87e8 [glsl] Fix some const-correct issues for textures 2021-12-24 06:45:13 +09:00
Bill Currie
d857bdea77 [vulkan] Fix a typo and gcc purity warning 2021-12-24 06:45:13 +09:00
Bill Currie
2086125e0b [quakefs] Take in the pointer to the global hunk
This is needed for cleaning up excess memsets when loading files because
Hunk_RawAllocName has nonnull on its hunk pointer (as the rest of the
hunk functions really should, but not just yet).
2021-12-24 06:45:13 +09:00
Bill Currie
39c020908c [zone] Return the pointer to the global hunk
In trying to reduce unnecessary memsets when loading files, I found that
Hunk_RawAllocName already had nonnull on it, so quakefs needed to know
the hunk it was to use. It seemed much better to to go this way (first
step in what is likely to be a lengthy process) than backtracking a
little and removing the nonnull attribute.
2021-12-24 06:45:13 +09:00
Bill Currie
0a5981878b [sprite] Clean up field names and casting
No wonder I hated the sprite code: I couldn't see the code for all the
casts (and hungarian warts).
2021-12-24 06:45:13 +09:00