Commit graph

12078 commits

Author SHA1 Message Date
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
6d9c63999c [gamecode] Rename pr_opcode.c
Just to make way for new tables :)
2022-01-04 20:45:45 +09:00
Bill Currie
35387b5450 [gamecode] Fix a pile of incorrect base register refs
The problem with copying code is it's all to easy to forget to make all
necessary edits.
2022-01-04 19:01:05 +09:00
Bill Currie
59292393e6 [gamecode] Fix up MOD (%%) for integral types
Use the new "1" versions of loadvec3 to get a 1 in w to avoid
divide-by-zero errors, and use the correct type for longs (forgot to
change i to l on the vector types).
2022-01-04 18:36:13 +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
2f09ece65b [gamecode] Add more modes to WITH
It turned out I had no way of using a pointer or field as the value to
load, so all 4 modes are duplicated with loads from where operand b
points, but the loaded value interpreted the same way. Also, fixed an
error in the calculation of op-b offsets.
2022-01-04 17:55:20 +09:00
Bill Currie
f2b258ba76 [gamecode] Add statement bounds checking
Statements can be bounds checked in the one place (jump calculation),
but memory accesses cannot as they can be used in lea instructions which
should never cause an exception (unless one of lea's operands is OOB).
2022-01-04 17:53:10 +09:00
Bill Currie
9d74fcc181 [gamecode] Add tests for the basic math ops
* / % %% + -

As a bonus, includes partial tests for a few extra operators. Several
things are broken at this stage, but uncommitted code is already
working.
2022-01-04 17:50:49 +09:00
Bill Currie
5de4c21557 [gamecode] Fix relative offset jumps
Yet another missed sign extension.
2022-01-04 14:30:20 +09:00
Bill Currie
4777f44ba1 [gamecode] Rename test-math to test-vector
I decided to stick with the minimal tests per test program rather than
try to cram all the math operator tests into the one program.
2022-01-03 23:50:38 +09:00
Bill Currie
a6badaa05d [gamecode] Complete the vector instruction tests
Finish up the float tests and add double tests.
2022-01-03 23:27:01 +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
b6f9b68434 [gamecode] Implement 64-bit swizzles
See commit for 32-bit swizzles.
2022-01-03 23:27:01 +09:00
Bill Currie
bebc811f11 [gamecode] Implement 4-component 32-bit swizzle
The swizzle instruction is very powerful in that in can do any of the
256 permutations of xyzw, optionally negate any combination of the
resulting components, and zero any combination of the result components
(even all). This means the one instruction can take care of any actual
swizzles, conjugation for complex and quaternion values, zeroing vectors
(not that it's the only way), and probably other weird things.

The python file was used to generate the jump table and actual swizzle
code.
2022-01-03 23:27:01 +09:00
Bill Currie
b8d04874c3 [gamecode] Add some math tests
Hit a show stopper when it came to swizzle (not implemented yet). I
guess I know what I need to do next :P.
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
ffbb6122b9 [gamecode] Add tests for push and pop 2022-01-03 23:27:01 +09:00
Bill Currie
c86f1f671b [gamecode] Add tests for load instructions
This needed the test struct declaration to be moved out to a head file
so it can be shared with other tests.
2022-01-03 23:27:01 +09:00
Bill Currie
28df32eb0d [gamecode] Use pr_memset instead of memset
This keeps things inline and matches the quakec exec loop. Also removes
the need to calculate the size.
2022-01-03 23:27:01 +09:00
Bill Currie
bf604b99b3 [gamecode] Add automated tests for store ops
They even found a bug in the addressing mode functions :) (I'd forgotten
that I wanted signed offsets from the pointer and thus forgot to cast
st->b to short in order to get the sign extension)
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
7b0eceda32 [gamecode] Split out the old quake c execution loop
There is no reasonable way (due to hardware-enforced alignment issues)
to simply convert old bytecode to new (probably best done with an
off-line tool, preferably just recompiling when I get qfcc up to the
job), so both loops will need to be present. This just moves the
original loop into its own function in order to make it easy to bring in
the new (and iron out integration issues).
2022-01-02 20:16:45 +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
f56fd6ffb6 [qfcc] Preserve requested alignment if larger
build_struct was unconditionally setting the type's alignment. This was
not a problem before because no types were requesting alignments larger
than those requested by their members (for structs). However, with the
upcoming new instruction set, quaternions need to be 4-word aligned.
2022-01-02 11:44:48 +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
937f36384b [cexpr] Use correct functions for double trunc/floor
Found while sorting out the changes for the new 2d vectors.
2022-01-02 01:13:17 +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
2dc806cff5 [ruamoko] Clean up Entity a little
Hide own, and add some class spawn methods.
2021-12-30 13:26:36 +09:00
Bill Currie
7a481039f8 [qw] Check tracked player name before printing
The server switching levels while the client is tracking a player (at
least a server client) seems to at least temporarily clear the player
slot and thus the name value pointer becomes null. This fixes the
resulting segfault.
2021-12-30 02:02:22 +09:00
Bill Currie
70aaafda10 [ruamoko] Clear dtable list on reset
The list of all allocated dispatch tables is used to free all the tables
when the progs are reloaded. Not clearing the list meant that the next
instance (second map change) corrupted the list.
2021-12-30 00:21:29 +09:00
Bill Currie
3c17efe91b [console] Unhook hooked functions on shutdown
Forgetting to unhook the functions (Sys_Printf and the client console's
input event handler) was not a problem for static builds because the
functions were always present, but in builds with dynamic plugins, the
client console's code got ripped away and thus Sys_Printf and the event
hander were being sent into invalid memory. Too much work, not enough
play (with a fully installed client).
2021-12-29 21:50:38 +09:00
Bill Currie
760256c99e [qw] Add SV_ClientNumber builtin
This is a quick way to find the client number for an entity. It returns
-1 if the entity is not a valid client (either outside the client block,
or not currently in use by a client).
2021-12-29 21:22:51 +09:00
Bill Currie
44c48feb56 [qfcc] Add attached node's parents to source edges
The assignment to the node's variable must come after any uses of that
node, which the node's parent set indicates. In the swap test, this was
not a problem as the node had no parents, and in the link order test, it
just happened(?) to work.
2021-12-28 09:23:14 +09:00
Bill Currie
5f4a330b02 [console] Tweak the server status bar colors
Now the yellow stands out nicely.
2021-12-28 00:06:12 +09:00
Bill Currie
dd17e8120d [qw] Clear qtv message buf before writing
I'm not sure this is the right place, but it prevents the packet
overflowing when a qtv proxy connects to a busy server (12+ bots).
2021-12-27 22:55:29 +09:00
Bill Currie
2aae757eff [qtv] Set worldmodel just after svc_modellist
Not sure why I thought skins_f was a good place. This seems to be much
more reliable.
2021-12-27 22:54:22 +09:00