This cleans up texture_t and possibly even improves locality of
reference when running through texture chains (not profiled, and not
actually the goal).
It's never actually used (the texture can be fetched using
GLSL_ScrapTexture) and gets in the way of sharing the scrap system with
the vulkan renderer.
The static variable meant that Fog_GetColor was not thread-safe (though
multiple calls in the one thread look to be ok for now). However, this
change takes it one step closer to being more generally usable.
Patch found in an old stash.
There's still some cleanup to do, but everything seems to be working
nicely: `make -j` works, `make distcheck` passes. There is probably
plenty of bitrot in the package directories (RPM, debian), though.
The vc project files have been removed since those versions are way out
of date and quakeforge is pretty much dependent on gcc now anyway.
Most of the old Makefile.am files are now Makemodule.am. This should
allow for new Makefile.am files that allow local building (to be added
on an as-needed bases). The current remaining Makefile.am files are for
standalone sub-projects.a
The installable bins are currently built in the top-level build
directory. This may change if the clutter gets to be too much.
While this does make a noticeable difference in build times, the main
reason for the switch was to take care of the growing dependency issues:
now it's possible to build tools for code generation (eg, using qfcc and
ruamoko programs for code-gen).
They take a pointer to a free-list used for hashlinks so the hashlink
pools can be per-thread. However, hash tables that are not updated are
always thread-safe, so this affects only updates. progs_t has been set
up such that it is easy for multiple progs within one thread can share
hashlinks.
This paves the way for clean initialization of the Vulkan renderer, and
very much cleans up the older renderer initialization code as gl and sw
are no longer intertwined.
After messing with SIMD stuff for a little, I think I now understand why
the industry went with xyzw instead of the mathematical wxyz. Anyway, this
will make for less pain in the future (assuming I got everything).
It seems mesa still has the bug where non-array attributes don't work
when set as attribute 0, and that the allocation order changed sometime
since I last tested with mesa. This fixes the black world and flickering
alias models on my eeepc.
So far, alias model rendering is the only victim, but things are working,
even if only color map lookup and fog blending are broken out at this
stage.
I expect the effect naming scheme will go through some changes until I'm
happy with it.
Again, based on The OpenGL Shader Wrangler. The wrangling part is not used
yet, but the shader compiler has been modified to take the built up shader.
Just to keep things compiling, a wrapper has been temporarily created.
I'd missed a set of bit->lightnum conversions that resulting in lightnum
becoming much greater than 128 and thus trashing memory when the surface
was marked.
The seed is currently 0xdeadbeef, but I intend on fixing that soon. Now the
particle velocities and origins use fully independent bits (though a big
chunk is wasted right now).
This is a quick fix until I get a random number generator into QF.
Mingw's RAND_MAX is only 0x7fff and so the (((rnd >> 10) & 63) - 31.5) / 63.0
used for the z component of origin and velocity would never go positive.
For now, change the 10 to 9 (reusing another bit from Y). I plan on
implementing a full 32-bit PRNG in QF so we always have a reliable
generator.
It was properly cleared after drawing water chains and sky chains, but I
had missed normal surfaces. It took the use of the same texture for both
normal surfaces and water surfaces to trigger the bug. Thanks go to Simon
'Sock' O'Callaghan and his In The Shadows mod.