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https://github.com/UberGames/lilium-voyager.git
synced 2024-11-10 06:31:47 +00:00
support for 64bit native mods
This commit is contained in:
parent
334fa9c48c
commit
88171d6bb7
14 changed files with 50 additions and 51 deletions
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@ -43,7 +43,7 @@ This is the only way control passes into the module.
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This must be the very first function compiled into the .q3vm file
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================
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*/
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int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 ) {
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long vmMain( long command, long arg0, long arg1, long arg2, long arg3, long arg4, long arg5, long arg6, long arg7, long arg8, long arg9, long arg10, long arg11 ) {
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switch ( command ) {
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case CG_INIT:
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@ -28,10 +28,10 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#include "cg_local.h"
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static int (QDECL *syscall)( int arg, ... ) = (int (QDECL *)( int, ...))-1;
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static long (QDECL *syscall)( int arg, ... ) = (long (QDECL *)( int, ...))-1;
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void dllEntry( int (QDECL *syscallptr)( int arg,... ) ) {
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void dllEntry( long (QDECL *syscallptr)( int arg,... ) ) {
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syscall = syscallptr;
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}
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@ -412,9 +412,7 @@ CL_CgameSystemCalls
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The cgame module is making a system call
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====================
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*/
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#define VMA(x) VM_ArgPtr(args[x])
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#define VMF(x) ((float *)args)[x]
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int CL_CgameSystemCalls( int *args ) {
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long CL_CgameSystemCalls( long *args ) {
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switch( args[0] ) {
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case CG_PRINT:
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Com_Printf( "%s", VMA(1) );
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@ -757,10 +757,6 @@ static int FloatAsInt( float f ) {
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return temp;
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}
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void *VM_ArgPtr( int intValue );
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#define VMA(x) VM_ArgPtr(args[x])
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#define VMF(x) ((float *)args)[x]
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/*
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====================
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CL_UISystemCalls
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@ -768,7 +764,7 @@ CL_UISystemCalls
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The ui module is making a system call
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====================
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*/
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int CL_UISystemCalls( int *args ) {
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long CL_UISystemCalls( long *args ) {
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switch( args[0] ) {
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case UI_ERROR:
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Com_Error( ERR_DROP, "%s", VMA(1) );
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@ -200,7 +200,7 @@ This is the only way control passes into the module.
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This must be the very first function compiled into the .q3vm file
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================
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*/
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int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 ) {
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long vmMain( long command, long arg0, long arg1, long arg2, long arg3, long arg4, long arg5, long arg6, long arg7, long arg8, long arg9, long arg10, long arg11 ) {
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switch ( command ) {
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case GAME_INIT:
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G_InitGame( arg0, arg1, arg2 );
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@ -210,7 +210,7 @@ int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int a
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return 0;
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case GAME_CLIENT_CONNECT:
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#warning 64bit broken!
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return (int)ClientConnect( arg0, arg1, arg2 );
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return ClientConnect( arg0, arg1, arg2 );
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case GAME_CLIENT_THINK:
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ClientThink( arg0 );
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return 0;
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@ -40,7 +40,7 @@ This is the only way control passes into the module.
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This must be the very first function compiled into the .qvm file
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================
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*/
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int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 ) {
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long vmMain( long command, long arg0, long arg1, long arg2, long arg3, long arg4, long arg5, long arg6, long arg7, long arg8, long arg9, long arg10, long arg11 ) {
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switch ( command ) {
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case UI_GETAPIVERSION:
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return UI_API_VERSION;
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@ -310,7 +310,7 @@ typedef enum {
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} sharedTraps_t;
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void VM_Init( void );
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vm_t *VM_Create( const char *module, int (*systemCalls)(int *),
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vm_t *VM_Create( const char *module, long (*systemCalls)(long *),
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vmInterpret_t interpret );
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// module should be bare: "cgame", not "cgame.dll" or "vm/cgame.qvm"
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@ -318,12 +318,25 @@ void VM_Free( vm_t *vm );
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void VM_Clear(void);
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vm_t *VM_Restart( vm_t *vm );
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int QDECL VM_Call( vm_t *vm, int callNum, ... );
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long QDECL VM_Call( vm_t *vm, long callNum, ... );
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void VM_Debug( int level );
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void *VM_ArgPtr( int intValue );
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void *VM_ExplicitArgPtr( vm_t *vm, int intValue );
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void *VM_ArgPtr( long intValue );
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void *VM_ExplicitArgPtr( vm_t *vm, long intValue );
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#define VMA(x) VM_ArgPtr(args[x])
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static inline float _vmf(long x)
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{
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union {
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long l;
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float fh, fl;
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} t;
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t.l = x;
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return t.fl;
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}
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#define VMF(x) _vmf(args[x])
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/*
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==============================================================
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@ -936,8 +949,8 @@ void Sys_Init (void);
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// general development dll loading for virtual machine testing
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// fqpath param added 7/20/02 by T.Ray - Sys_LoadDll is only called in vm.c at this time
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void * QDECL Sys_LoadDll( const char *name, char *fqpath , int (QDECL **entryPoint)(int, ...),
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int (QDECL *systemcalls)(int, ...) );
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void * QDECL Sys_LoadDll( const char *name, char *fqpath , long (QDECL **entryPoint)(long, ...),
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long (QDECL *systemcalls)(long, ...) );
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void Sys_UnloadDll( void *dllHandle );
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void Sys_UnloadGame( void );
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@ -329,10 +329,10 @@ Dlls will call this directly
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============
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*/
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int QDECL VM_DllSyscall( int arg, ... ) {
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#if ((defined __linux__) && (defined __powerpc__))
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long QDECL VM_DllSyscall( long arg, ... ) {
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#if ((defined __linux__) && !(defined __i386__))
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// rcg010206 - see commentary above
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int args[16];
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long args[16];
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int i;
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va_list ap;
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@ -340,7 +340,7 @@ int QDECL VM_DllSyscall( int arg, ... ) {
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va_start(ap, arg);
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for (i = 1; i < sizeof (args) / sizeof (args[i]); i++)
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args[i] = va_arg(ap, int);
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args[i] = va_arg(ap, long);
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va_end(ap);
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return currentVM->systemCall( args );
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@ -367,7 +367,7 @@ vm_t *VM_Restart( vm_t *vm ) {
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// DLL's can't be restarted in place
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if ( vm->dllHandle ) {
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char name[MAX_QPATH];
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int (*systemCall)( int *parms );
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long (*systemCall)( long *parms );
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systemCall = vm->systemCall;
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Q_strncpyz( name, vm->name, sizeof( name ) );
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@ -437,7 +437,7 @@ it will attempt to load as a system dll
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#define STACK_SIZE 0x20000
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vm_t *VM_Create( const char *module, int (*systemCalls)(int *),
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vm_t *VM_Create( const char *module, long (*systemCalls)(long *),
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vmInterpret_t interpret ) {
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vm_t *vm;
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vmHeader_t *header;
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@ -624,7 +624,7 @@ void VM_Clear(void) {
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lastVM = NULL;
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}
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void *VM_ArgPtr( int intValue ) {
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void *VM_ArgPtr( long intValue ) {
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if ( !intValue ) {
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return NULL;
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}
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@ -640,7 +640,7 @@ void *VM_ArgPtr( int intValue ) {
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}
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}
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void *VM_ExplicitArgPtr( vm_t *vm, int intValue ) {
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void *VM_ExplicitArgPtr( vm_t *vm, long intValue ) {
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if ( !intValue ) {
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return NULL;
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}
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@ -685,7 +685,7 @@ locals from sp
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#define MAX_STACK 256
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#define STACK_MASK (MAX_STACK-1)
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int QDECL VM_Call( vm_t *vm, int callnum, ... ) {
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long QDECL VM_Call( vm_t *vm, long callnum, ... ) {
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vm_t *oldVM;
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int r;
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int i;
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@ -699,17 +699,17 @@ int QDECL VM_Call( vm_t *vm, int callnum, ... ) {
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lastVM = vm;
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if ( vm_debugLevel ) {
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Com_Printf( "VM_Call( %i )\n", callnum );
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Com_Printf( "VM_Call( %ld )\n", callnum );
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}
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// if we have a dll loaded, call it directly
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if ( vm->entryPoint ) {
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//rcg010207 - see dissertation at top of VM_DllSyscall() in this file.
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int args[16];
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long args[16];
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va_list ap;
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va_start(ap, callnum);
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for (i = 0; i < sizeof (args) / sizeof (args[i]); i++) {
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args[i] = va_arg(ap, int);
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args[i] = va_arg(ap, long);
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}
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va_end(ap);
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@ -729,7 +729,7 @@ int QDECL VM_Call( vm_t *vm, int callnum, ... ) {
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a.callnum = callnum;
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va_start(ap, callnum);
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for (i = 0; i < sizeof (a.args) / sizeof (a.args[0]); i++) {
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a.args[i] = va_arg(ap, int);
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a.args[i] = va_arg(ap, long);
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}
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va_end(ap);
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r = VM_CallInterpreted( vm, &a.callnum );
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@ -127,7 +127,7 @@ struct vm_s {
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// DO NOT MOVE OR CHANGE THESE WITHOUT CHANGING THE VM_OFFSET_* DEFINES
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// USED BY THE ASM CODE
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int programStack; // the vm may be recursively entered
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int (*systemCall)( int *parms );
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long (*systemCall)( long *parms );
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//------------------------------------
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@ -135,7 +135,7 @@ struct vm_s {
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// for dynamic linked modules
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void *dllHandle;
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int (QDECL *entryPoint)( int callNum, ... );
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long (QDECL *entryPoint)( long callNum, ... );
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// for interpreted modules
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qboolean currentlyInterpreting;
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@ -305,16 +305,7 @@ SV_GameSystemCalls
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The module is making a system call
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====================
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*/
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//rcg010207 - see my comments in VM_DllSyscall(), in qcommon/vm.c ...
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#if ((defined __linux__) && (defined __powerpc__))
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#define VMA(x) ((void *) args[x])
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#else
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#define VMA(x) VM_ArgPtr(args[x])
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#endif
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#define VMF(x) ((float *)args)[x]
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int SV_GameSystemCalls( int *args ) {
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long SV_GameSystemCalls( long *args ) {
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switch( args[0] ) {
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case G_PRINT:
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Com_Printf( "%s", VMA(1) );
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@ -165,7 +165,7 @@ void _UI_KeyEvent( int key, qboolean down );
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void _UI_MouseEvent( int dx, int dy );
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void _UI_Refresh( int realtime );
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qboolean _UI_IsFullscreen( void );
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int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 ) {
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long vmMain( long command, long arg0, long arg1, long arg2, long arg3, long arg4, long arg5, long arg6, long arg7, long arg8, long arg9, long arg10, long arg11 ) {
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switch ( command ) {
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case UI_GETAPIVERSION:
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return UI_API_VERSION;
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@ -130,6 +130,7 @@ ifeq ($(PLATFORM),linux)
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OPTIMIZE = -O3 -ffast-math -funroll-loops -fomit-frame-pointer -fno-strict-aliasing
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ifeq ($(ARCH),x86_64)
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OPTIMIZE = -O3 -fomit-frame-pointer -ffast-math -falign-loops=2 -falign-jumps=2 -falign-functions=2 -fstrength-reduce -fno-strict-aliasing
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BASE_CFLAGS += -DHAVE_VM_NATIVE
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else
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ifeq ($(ARCH),i386)
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OPTIMIZE = -O3 -march=i686 -fomit-frame-pointer -ffast-math -falign-loops=2 -falign-jumps=2 -falign-functions=2 -fno-strict-aliasing -fstrength-reduce
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@ -708,11 +708,11 @@ changed the load procedure to match VFS logic, and allow developer use
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extern char *FS_BuildOSPath( const char *base, const char *game, const char *qpath );
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void *Sys_LoadDll( const char *name, char *fqpath ,
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int (**entryPoint)(int, ...),
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int (*systemcalls)(int, ...) )
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long (**entryPoint)(long, ...),
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long (*systemcalls)(long, ...) )
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{
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void *libHandle;
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void (*dllEntry)( int (*syscallptr)(int, ...) );
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void (*dllEntry)( long (*syscallptr)(long, ...) );
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char curpath[MAX_OSPATH];
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char fname[MAX_OSPATH];
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char *basepath;
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// fqpath will be empty if dll not loaded, otherwise will hold fully qualified path of dll module loaded
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// fqpath buffersize must be at least MAX_QPATH+1 bytes long
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void * QDECL Sys_LoadDll( const char *name, char *fqpath , int (QDECL **entryPoint)(int, ...),
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int (QDECL *systemcalls)(int, ...) ) {
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long (QDECL *systemcalls)(long, ...) ) {
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static int lastWarning = 0;
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HINSTANCE libHandle;
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void (QDECL *dllEntry)( int (QDECL *syscallptr)(int, ...) );
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void (QDECL *dllEntry)( long (QDECL *syscallptr)(long, ...) );
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char *basepath;
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char *cdpath;
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char *gamedir;
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