This relies on my fork of tracy: https://github.com/taniwha/tracy
on the wip-c-vulkan branch. Everything is still rather flaky though.
This necessitated the jump to vulkan 1.2 as a requirement.
This gets the dynamic data closer to the gpu, so should make a
difference when there's a lot going on. However, for simple tests, it
made no difference.
This allows tracy to clean up properly. However, Sys_Quit will use the
jump buffer (sys_exit_jmpbuf) only if it has been set, so the use of
Sys_setjmp is optional.
I'm still not happy with it being a compile time constant, but this
takes care of the interlock between frames in flight... for now: it's
fragile and really needs the excessive small-packet use in draw and
lighting to be cleaned up.
After discussion with Darian, I've decided to go with one big staging
buffer (with lots of packets) shared between FiF as the large size will,
in the end, be more flexible.
The novelty has rather worn off, I think, and the message has long since
lost its meaning. Sure things still break sometimes, but I've been
trying to keep at least the master branch functional at all times, and
even dev branches.
Host_Error and Host_EndGame use setjmp/longjmp to implement an exception
of sorts, but this messes with tracy's state even with cleanup
attributes. However, it turns out that those cleanup attributes are
exactly how gcc implements C++ destructors, and so the standard Unwind
api (part of libgcc) respects them (so long as -fexceptions is enabled
for C). Thus... replace longjmp with an implementation that uses Unwind
to unwind the stack and call the cleanup functions as needed. This is
actually important for more than just tracy as the cleanup attributed
vars can be thread locks.
Tracy is a frame profiler: https://github.com/wolfpld/tracy
This uses Tracy's C API to instrument the code (already added in several
places). It turns out there is something very weird with the fence
behavior between the staging buffers and render commands as the
inter-frame delay occurs in a very strangle place (in the draw code's
packet acquisition rather than the fence waiter that's there for that
purpose). I suspect some tangled dependencies.
It's there just to work around automake and libtool requirements for
EXEEXT but allowing qfcc to build menu.dat directly. Maybe someday I'll
come up with a better way.
Mostly just macro conflicts (and a little white space in passing).
Commits for integrating tracy will come later when I've come up with a
wrapper-api that I like (so non-tracy builds are easy even with tracy
available).
This fixes the weird slug when running nq on windows. It turns out it
was the "friendly neighbor" sleep code activating due to bitrot. In
addition, there are cvars for enabling unfocused sleep (defaults off)
and disabling minimized sleep (defaults on).
A lot is broken, especially direct input, but things are working. Better
yet, it seems the X11 and Windows key bindings are at least mostly
compatible.
The event handling changes take care of VagueLobster's segfaults on
startup for all renderers (vulkan will still be iffy depending on his
hardware: it dies on my GTX 965 M, probably due to memory and QF's
shadows). One nice side effect is it takes care of the broken CD audio
event handling (does anyone even care, though?).
They're not quite working (trail path offset is incorrect) but their
pixels are getting to the screen. Also, lifetimes are off for rocket
trails in that as soon as the entity dies, so does the trail.
When the nq client is run in dedicated server mode, the client state is not
initialized thus none of the client code should be run. This became more
critical with the addition of scenes and an ECS as there are a lot more
pointers involved.
Fixes#46
Very debian-centric and the reported packages rely on package dependencies,
but it's better than getting part-way through a build only to find
something is missing and having to restart..