The step dependencies are not handled yet as threading isn't used at
this stage, but since I'll require dependencies to always come earlier,
this shouldn't cause a problem.
I always suspected the overflow conversions were UB, but with gcc doing
different things on arm, I thought it was about time to abandon those
particular tests. What I was not expecting was for the return value of
strcmp to be "UB" (in that there's no guarantee of the exact value, just
< = > 0). Fortunately, nothing actually relies on the value of the op
other than the tests, so modify the test to make the behavior well
defined.
I always suspected the overflow conversions were UB, but with gcc doing
different things on arm, I thought it was about time to abandon those
particular tests. What I was not expecting was for the return value of
strcmp to be "UB" (in that there's no guarantee of the exact value, just
< = > 0). Fortunately, nothing actually relies on the value of the op
other than the tests, so modify the test to make the behavior well
defined.
I had somehow missed vkfieldignore in a consistency pass, or just messed
up its initialization (and thus deallocation) resulting in a double-free
of the strings.
This fixes a Sys_Error when loading the level for the first demo (and
probably many other times). It was mod_numknown getting set to 0 that
triggered the issue, but that seems to be necessary for the other
renderers. I think the whole model loading and caching system needs an
overhaul as this doesn't feel quite right due to removing part of the
advantage of caching the model data.
While the previous cleanup took care of the C side, it turns out vkgen
was leaking property list items all over the place, but they were
cleaned up by the shutdown code.
Requiring top-level {} or () for (usually) hand-written files is awkward
and even a little error prone, and certainly ugly at times. With this,
loaders that expect a particular format can specify the format a little
more directly.
The jobs will become the core of the renderer, with each job step being
one of a render pass, compute pass, or processor (CPU-only) task. The
steps support dependencies, which will allow for threading the system in
the future.
Currently, just the structures, parse support, and prototype job
specification (render.plist) have been implemented. No conversion to
working data is done yet, and many things, in particular resources, will
need to be reworked, but this gets the basic design in.
I had looked into doing reference counting on the strings, but didn't
like the implementation. However, it did make for better string handling
in the property list parser.
I had messed up the handling of declarators for combinations of pointer,
function, and array: the pointer would get lost (and presumably arrays
of functions etc). I think I had gotten confused and thought things were
a tree rather than a simple list, but Holub set me straight once again
(I've never regretted getting that book). Once I understood that, it was
just a matter of finding all the places that needed to be fixed. Nicely,
most of the duplicated code has been refactored and should be easier to
debug in the future.
It turns out I broke the type system when it comes to pointers to
functions and arrays. This test checks basic function and array pointers
and passes with qfcc from before the type system rework.
Flushing memory requires nonCoherentAtomSize alignment, but this can
cause the flush range to go out of bounds of an improperly sized buffer.
However, only host-visible (and probably really only cached, but all
three covered) needs flushing, so no rounding up is done for
device-local memory.
I had messed up the handling of declarators for combinations of pointer,
function, and array: the pointer would get lost (and presumably arrays
of functions etc). I think I had gotten confused and thought things were
a tree rather than a simple list, but Holub set me straight once again
(I've never regretted getting that book). Once I understood that, it was
just a matter of finding all the places that needed to be fixed. Nicely,
most of the duplicated code has been refactored and should be easier to
debug in the future.
It turns out I broke the type system when it comes to pointers to
functions and arrays. This test checks basic function and array pointers
and passes with qfcc from before the type system rework.
I'm not sure just what was going on other than *other* components were
getting double-removed when the hierarchy reference component was
removed when the entity was being deleted. This might even prevent
issues with removing the hierarchy from an entity that's not being
deleted as the pre-invalidation prevents the removal from deleting the
entity.
It turns out that the fixes for other problems related to removing
hierarchy reference components fixed the problem moving the entity
invalidation fixed, and invalidating the entity late somehow broke the
sprite renderer (at least in glsl).
The hierarchy leak was particularly troublesome to fix, but now the
hierarchies get updated (and freed) automatically just by removing the
hierarchy reference component from the entity. I suspect there will be
issues with entities that are on multiple hierarchies, but I'll sort
that out later.