The depth limits in the gl and glsl renderers and in the trace code really
bothered me, but then the fix hit me: at load-time, recurse the trees
normally and record the depth in the appropriate place. The node stacks can
then be allocated as necessary (I chose to add a paranoia buffer of 2, but
I expect the maximum depth will rarely be used).
Modifying the existing alias chain proved to be a bad idea (in retrospect,
I should have known better:P). Instead, just walk down any existing alias
chain to the root operand and build a new alias from that.
These are based on the ps3dev scripts, so native qfcc and pak are built
automatically.
Note that there may be a need to replace or even just nuke bison in the
toolchain as it is too old and can't build qfcc.
The goto for the default expression is the source of the mis-counted label
users: the label was being counted by the goto, but the goto was never
being inserted into the code (only v6 progs or "difficult" types insert the
goto).
Such nodes are unreachable code (ie, dead blocks), but the dead block
removal code failed to remove them (current known cause: miscounted label
userrs). As such blocks cause problems for data flow analysis, ignoring
them is not a good idea. Thus make them an internal error.
vectors, quaternions and structs are a little tricky. I need to think about
how to get them working, but I also want qfcc to get through as much code
as possible.
While accessing short foo[2][4]; as foo[0][0..7] should work in theory, who
knows what gcc does with it when optimizing. I don't know if this will fix
johnnyonflame's bsp loading problem, but no point in having rhinodemonic
code hanging around.
The evil comment is not just "pragmas are bad, ok?", but switching between
advanced, extended and tradtitional modes when compiling truly is evil and
not guaranteed to work. However, I needed it to make building test cases
easier (it's mostly ok to go from advanced to extended or tradtional, but
going the other way will probably cause all sorts of fun).
In the process, opcode_init now copies the opcode table data rather than
modifying it.
After running across a question about lists of animation frames and states,
I decided giving qfcc the ability to generate such lists might be a nice
distraction from the optimizer :) Works for both progs.src and separate
compilation. No frame file is generated if no macros have been created.