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.
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).
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).
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)
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).
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.
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).
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).
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).
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.
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.
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.
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.
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.
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.
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)).
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.
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).
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.
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).
This needed changing Vulkan_CreatePipeline to
Vulkan_CreateGraphicsPipeline for consistency (and parsing the
difference from a plist seemed... not worth thinking about).
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.
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.
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.
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.
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).
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.
This gets the alias pipeline in line with the bsp pipeline, and thus
everything is about as functional as it was before the rework (minus
dealing with large texture sets).
I guess it's not quite bindless as the texture index is a push constant,
but it seems to work well (and I may have fixed some full-bright issues
by accident, though I suspect that's just my imagination, but they do
look good).
This should fix the horrid frame rate dependent behavior of the view
model.
They are also in their own descriptor set so they can be easily shared
between pipelines. This has been verified to work for Draw.
BSP textures are now two-layered with the albedo and emission in the two
layers rather than two separate images. While this does increase memory
usage for the textures themselves (most do not have fullbright pixels),
it cuts down on image and image view handles (and shader resources).
For now, just dot product, trig, and min/max/bound, but it works well as
a proof of concept. The main goal was actually min. Only the list of
symbols is provided, it is the user's responsibility to set up the
symbol table and context.
cexpr's symbol tables currently aren't readily extended, and dynamic
scoping is usually a good thing anyway. The chain of contexts is walked
when a symbol is not found in the current context's symtab, but minor
efforts are made to avoid checking the same symtab twice (usually cased
by cloning a context but not updating the symtab).
Multiple render passes are needed for supporting shadow mapping, and
this is a huge step towards breaking the Vulkan render free of Quake,
and hopefully will lead the way for breaking the GL renderers free as
well.
This is actually a better solution to the renderer directly accessing
client code than provided by 7e078c7f9c.
Essentially, V_RenderView should not have been calling R_RenderView, and
CL_UpdateScreen should have been calling V_RenderView directly. The
issue was that the renderers expected the world entity model to be valid
at all times. Now, R_RenderView checks the world entity model's validity
and immediately bails if it is not, and R_ClearState (which is called
whenever the client disconnects and thus no longer has a world to
render) clears the world entity model. Thus R_RenderView can (and is)
now called unconditionally from within the renderer, simplifying
renderer-specific variants.
When allocating memory for multiple objects that have alignment
requirements, it gets tedious keeping track of the offset and the
alignment. This is a simple function for walking the offset respecting
size and alignment requirements, and doubles as a size calculator.
I'm not sure what I was thinking when I made PL_RemoveObjectForKey take
a const plitem. One of those times where C could do with being a little
more strict.
The stack is arbitrary strings that the validation layer debug callback
prints in reverse order after each message. This makes it easy to work
out what nodes in a pipeline/render pass plist are causing validation
errors. Still have to narrow down the actual line, but the messages seem
to help with that.
Putting qfvPushDebug/qfvPopDebug around other calls to vulkan should
help out a lot, tool.
As a bonus, the stack is printed before debug_breakpoint is called, so
it's immediately visible in gdb.
I'm not at all happy with con_message and con_menu, but fixing them
properly will take a rework of the menus (planned, though). Also, the
Menu_ console command implementations are a bit iffy and could also do
with a rewrite (probably part of the rest of the menu rework) or just
nuking (they were part of Johnny on Flame's work, so I suspect had
something to do with joystick bindings).
An imt switcher automatically changes the context's active imt based on
a user specified list of binary inputs. The inputs may be either buttons
(indicated as +button) or cvars (bare name). For buttons, the
pressed/not pressed state is used, and cvars are interpreted as ints
being 0 or not 0. The order of the inputs determines the bit number of
the input, with the first input being bit 0, second bit 1, third bit 2
etc. A default imt is given so large switchers do not need to be fully
configured (the default imt is written to all states).
A context can have any number of switchers attached. The switchers can
wind up fighting over the active imt, but this seems to be something for
the "user" (eg, configuration system) to sort out rather than the
switcher code enforcing anything.
As a result of the inputs being treated as bits, a switcher with N
inputs will have 2**N states, thus there's a maximum of 16 inputs for
now as 65536 states is a lot of configuration.
Using a switcher, setting up a standard strafe/mouse look configuration
is fairly easy.
imt_create key_game imt_mod
imt_create key_game imt_mod_strafe imt_mod
imt_create key_game imt_mod_freelook
imt_create key_game imt_mod_lookstrafe imt_mod_freelook
imt_switcher_create mouse key_game imt_mod_strafe +strafe lookstrafe +mlook freelook
imt_switcher 0 imt_mod 2 imt_mod 4 imt_mod_freelook 8 imt_mod_freelook 12 imt_mod_freelook
imt_switcher 6 imt_mod_lookstrafe 10 imt_mod_lookstrafe 14 imt_mod_lookstrafe
in_bind imt_mod mouse axis 0 move.yaw
in_bind imt_mod mouse axis 1 move.forward
in_bind imt_mod_strafe mouse axis 0 move.side
in_bind imt_mod_lookstrafe mouse axis 0 move.side
in_bind imt_mod_freelook mouse axis 1 move.pitch
This takes advantage of imt chaining and the default imt for the
switcher (there are 8 states that use imt_mod_strafe).
The switcher name must be unique across all contexts, and every imt used
in a switcher must be in the switcher's context.
The listener is invoked when the axis value changes due to IN_UpdateAxis
or IN_ClampAxis updating the axis. This does mean the listener
invocation make be somewhat delayed. I am a tad uncertain about this
design thus it being a separate commit.
Listeners are separate to the main callback as listeners have only
read-only access to the objects, but the main callback is free to modify
the cvar and thus can act as a parser and validator. The listeners are
invoked after the main callback if the cvar is modified. There does not
need to be a main callback for the listeners to be invoked.
I decided cvars and input buttons/axes need listeners so any changes to
them can be propagated. This will make using cvars in bindings feasible
and I have an idea for automatic imt switching that would benefit from
listeners attached to buttons and cvars.
Combining absolute and relative inputs at the binding does not work well
because absolute inputs generally update only when the physical input
updates, so clearing the axis input each frame results in a brief pulse
from the physical input, but relative inputs must be cleared each frame
(where frame here is each time the axis is read) but must accumulate the
relative updates between frames.
Other than the axis mode being incorrect, this seems to work quite
nicely.
This is the first step in the long-sought goal of allowing the window
size to change, but is required for passing on getting window position
and size information (though size is in viddef, it makes sense to pass
both together).
Input driver can now have an optional init_cvars function. This allows
them to create all their cvars before the actual init pass thus avoiding
some initialization order interdependency issues (in this case, fixing a
segfault when starting x11 clients fullscreen due to the in_dga cvar not
existing yet).
keyhelp provides the input name if it is known, and in_bind tries to use
the provided input name if not a number. Case sensitivity for name
lookups is dependent on the input driver.
There's now an internal event handler for taking care of device addition
and removal, and a public event handler for dealing with device input
events in various contexts In particular, so the clients can check for
the escape key.
While the console command line is quite good for setting everything up,
the devices being bound do need to be present when the commands are
executed (due to needing extra data provided by the devices). Thus
property lists that store the extra data (button and axis counts, device
names/ids, connection names, etc) seems to be the best solution.
The mouse bound to movement axes works (though signs are all over the
place, so movement direction is a little off), and binding F10 (key 68)
to quit works :)
Each axis binding has its own recipe (meaning the same input axis can be
interpreted differently for each binding)
Recipes are specified with field=value pairs after the axis name.
Valid fields are minzone, maxzone, deadzone, curve and scale, with
deadzone doubling as a balanced/unbalanced flag.
The default recipe has no zones, is balanced, and curve and scale are 1.
Hot-plug support is done via "connections" (not sure I'm happy with the
name) that provide a user specifiable name to input devices. The
connections record the device name (eg, "6d spacemouse") and id (usually
usb path for evdev devices, but may be the device unique id if
available) and whether automatic reconnection should match just the
device name or both device name and id (prevents problems with changing
the device connected to the one usb port).
Unnecessary enum removed, and the imt block struct moved to imt.c
(doesn't need to be public). Also, remove device name from the imt block
(and thus the parameter to the functions) as it turns out not to be
needed.
in_bind is only partially implemented (waiting on imt), but device
listing, device naming, and input identification are working. The event
handling system made for a fairly clean implementation for input
identification thanks to the focused event handling.
This has smashed the keydest handling for many things, and bindings, but
seems to be a good start with the new input system: the console in
qw-client-x11 is usable (keyboard-only).
The button and axis values have been removed from the knum_t enum as
mouse events are separate from key events, and other button and axis
inputs will be handled separately.
keys.c has been disabled in the build as it is obsolute (thus much of
the breakage).
For the mouse in x11, I'm not sure which is more cooked: deltas or
window-relative coordinates, but I don't imagine that really matters too
much. However, keyboard and mouse events suitable for 2D user interfaces
are sent at the same time as the more game oriented button and axis events.
Input Mapping Tables are still at the core as they are a good concept,
however they include both axis and button mappings, and the size is not
hard-coded, but dependent on the known devices. Not much actually works
yet (nq segfaults when a key is pressed).
kbutton_t is now in_button_t and has been moved to input.h. Also, a
button registration function has been added to take care of +button and
-button command creation and, eventually, direct binding of "physical"
buttons to logical buttons. "Physical" buttons are those coming in from
the OS (keyboard, mouse, joystick...), logical buttons are what the code
looks at for button state.
Additionally, the button edge detection code has been cleaned up such
that it no longer uses magic numbers, and the conversion to a float is
cleaner. Interestingly, I found that the handling is extremely
frame-rate dependent (eg, +forward will accelerate the player to full
speed much faster at 72fps than it does at 20fps). This may be a factor
in why gamers are frame rate obsessed: other games doing the same thing
would certainly feel different under varying frame rates.
For drivers that support it. Polling is still supported and forces the
select timeout to 0 if any driver requires polling. For now, the default
timeout when all drivers use select is 10ms.
I had forgotten that _size was the number of rows in the map, not the
number of objects (1024 objects per row). This fixes the missed device
removal messages. And probably a slew of other bugs I'd yet to encounter
:P
This includes device add and remove events, and axis and buttons for
evdev. Will need to sort out X11 input later, but next is getting qwaq
responding.
The common input code (input outer loop and event handling) has been
moved into libQFinput, and modified to have the concept of input drivers
that are registered by the appropriate system-level code (x11, win,
etc).
As well, my evdev input library code (with hotplug support) has been
added, but is not yet fully functional. However, the idea is that it
will be available on all systems that support evdev (Linux, and from
what I've read, FreeBSD).
At the low level, only unions can cause a set to grow. Of course, things
get interesting at the higher level when infinite (inverted) sets are
mixed in.
Instead of printing every representable member of an infinite set (ie,
up to element 63 in a set that can hold 64 elements), only those
elements up to one after the last non-member are listed. For example,
{...} - {2 3} -> {0 1 4 ...}
This makes reading (and testing!) infinite sets much easier.
Most of the set ops were always endian-agnostic since they were simply
operating on multiple bits in parallel, but individual element
add/remove/test was very endian-dependent. For the most part, this
didn't matter, but it does matter very much when loading external data
into a set or writing the data out (eg, for PVS).
For now, the functions check for a null hunk pointer and use the global
hunk (initialized via Memory_Init) if necessary. However, Hunk_Init is
available (and used by Memory_Init) to create a hunk from any arbitrary
memory block. So long as that block is 64-byte aligned, allocations
within the hunk will remain 64-byte aligned.
The output fat-pvs data is the *difference* between the base pvs and fat
pvs. This currently makes for about 64kB savings for marcher.bsp, and
about 233MB savings for ad_tears.bsp (or about 50% (470.7MB->237.1MB)).
I expect using utf-8 encoding for the run lengths to make for even
bigger savings (the second output fat-pvs leaf of marcher.bsp is all 0s,
or 6 bytes in the file, which would reduce to 3 bytes using utf-8).
The fact that numleafs did not include leaf 0 actually caused in many
places due to never being sure whether to add 1. Hopefully this fixes
some of the confusion. (and that comment in sv_init didn't last long :P)
After seeing set_size and thinking it redundant (thought it returned the
capacity of the set until I checked), I realized set_count would be a
much better name (set_count (node->successors) in qfcc does make much
more sense).
Modern maps can have many more leafs (eg, ad_tears has 98983 leafs).
Using set_t makes dynamic leaf counts easy to support and the code much
easier to read (though set_is_member and the iterators are a little
slower). The main thing to watch out for is the novis set and the set
returned by Mod_LeafPVS never shrink, and may have excess elements (ie,
indicate that nonexistent leafs are visible).
Having set_expand exposed is useful for loading data into a set.
However, it turns out there was a bug in its size calculation in that
when the requested set size was a multiple of SET_BITS (and greater than
the current set size), the new set size one be SET_BITS larger than
requested. There's now some tests for this :)
Quake just looked wrong without the view model. I can't say I like the
way the depth range is hacked, but it was necessary because the view
model needs to be processed along with the rest of the alias models
(didn't feel like adding more command buffers, which I imagine would be
expensive with the pipeline switching).
The recent changes to key handling broke using escape to get out of the
console (escape would toggle between console and menu). Thus take care
of the menu (escape) part of the coupling FIXME by implementing a
callback for the escape key (and removing key_togglemenu) and sorting
out the escape key handling in console. Seems to work nicely