Magnus Norddahl
f99bba48dc
- stop using lambda functions for CreateCall because MSVC lambas use a different calling convention and "converts" them to the right one by generating a thunk function
2018-11-17 05:12:47 +01:00
Magnus Norddahl
f082a8af98
- removed the SetupSimpleFrameMissingArgs logic as the number of args are now guaranteed
2018-11-17 00:49:22 +01:00
Magnus Norddahl
8ec85cb0ee
- add warning text when falling back to the VM
2018-11-17 00:36:40 +01:00
Christoph Oelckers
6423902c63
- removed the unused 'no arguments' cases from the BuiltinRandom functions and split off BuiltinRandom2 into its own function.
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This removes the last non-vararg cases where a native VM function checks 'numparam'. As of this commit all function calls will pass the complete list of arguments.
2018-11-17 00:14:39 +01:00
Magnus Norddahl
ea26bf6b2f
- make functions using too many registers (more than 200) fall back to the VM
2018-11-17 00:04:15 +01:00
Christoph Oelckers
95ab1da6a0
- always pass complete argument lists in the VM.
2018-11-16 22:43:12 +01:00
Christoph Oelckers
cfa11046ab
- changed PhosphorousFire.DoSpecialDamage to match SVE's handling:
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* Everything with a damage factor for fire only uses that.
* Everything that bleeds takes half damage
* Robots take quarter damage.
2018-11-16 21:36:57 +01:00
Christoph Oelckers
16053c7cdb
- build full argument lists for action function calls.
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This uses one static global array to avoid frequent reallocations.
2018-11-16 20:38:52 +01:00
Christoph Oelckers
97573a0452
- implemented VMCallWithDefaults and used it for all calls with variable arguments.
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This isn't used for the 3 action function calls because it requires an array allocation which would be a bit too costly for something as frequently called as action functions.
They will need a different approach.
2018-11-16 19:18:33 +01:00
Christoph Oelckers
6d7710165c
- fixed last commit.
2018-11-16 18:50:34 +01:00
Christoph Oelckers
c24da62cdd
- marked all places where an incomplete parameter list may be passed to the VM by a native call by redirecting VMCall to an intermediate VMCallWithDefaults. This function must later fill in the missing arguments from the default.
2018-11-16 18:41:27 +01:00
Christoph Oelckers
acbdfddb26
Merge remote-tracking branch 'remotes/origin/master' into asmjit
2018-11-16 17:20:12 +01:00
Christoph Oelckers
33fb76698b
Avoid using argument count for any kind of decision making in native VM functions.
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This allows retaining the functionality, even if for the JIT compiler's benefit all default arguments are pushed onto the stack instead of reading them from the defaults array.
2018-11-16 15:25:37 +01:00
Christoph Oelckers
8c57447108
- Restricted argument count check to the void return case.
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There were some issues here:
* a check for mismatching count is too strict because it is legal to omit return values
* it failed to detect returning multiple values in a single expression.
2018-11-16 12:28:24 +01:00
Christoph Oelckers
358001c306
fixed right shift operator for unsigned values
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This is version protected to avoid breaking old code.
2018-11-16 11:32:24 +01:00
Christoph Oelckers
7cd89fe07b
- fixed: FxUnaryNotBitwise modified the source operand instead of allocating a new one.
2018-11-16 11:21:51 +01:00
Christoph Oelckers
1250eb5323
- fixed: AActor' friction field was not saved
2018-11-16 08:06:01 +01:00
Magnus Norddahl
ac28f0d34f
- remove unused argument
2018-11-16 01:33:41 +01:00
Magnus Norddahl
34b037c9db
- avoid calling VMFillParams for simple stack frames
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- split Setup into more functions
2018-11-16 01:13:25 +01:00
Player701
c569029b1d
- Readonly pointer casting now works in ZScript.
2018-11-15 23:28:37 +01:00
Magnus Norddahl
6c31d2e965
- add dword store to memset code
2018-11-15 23:04:11 +01:00
Magnus Norddahl
00d41432d8
- disable jit in 32-bit builds
2018-11-15 22:47:44 +01:00
Magnus Norddahl
5ef2175c38
- fix wrong offsets
2018-11-15 22:40:12 +01:00
Magnus Norddahl
0394dc56b7
- generate a memset for the allocated stack memory because that's what the VM does
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(this really shouldn't be done by the VM either - the compiler backend should clear its registers if it wants them to be zero!)
2018-11-15 22:33:13 +01:00
Magnus Norddahl
f3e0db913c
- fix operand size mismatch error
2018-11-15 22:07:27 +01:00
Magnus Norddahl
3b2faf5397
Merge remote-tracking branch 'origin/master' into asmjit
2018-11-15 22:02:11 +01:00
Christoph Oelckers
feef0d4b62
- corrected A_DropFire for real, using the SVE source as reference.
2018-11-15 19:35:07 +01:00
Christoph Oelckers
99f1d6b82e
- fixed: A_DropFire accidentally cleared the XF_HURTSOURCE flag by setting only XF_NOSPLASH.
2018-11-15 18:49:37 +01:00
Christoph Oelckers
47138b748a
Make BounceFlags 32 bit wide.
2018-11-15 16:53:19 +01:00
Cacodemon345
07838f4c2a
BOUNCEONUNRIPPABLES flag; makes actors bounce on actors with DONTRIP flag
2018-11-15 12:47:57 +01:00
alexey.lysiuk
39a3527396
- fixed compilation of targets with optimization
2018-11-15 10:59:37 +02:00
Christoph Oelckers
aa4de71e6d
Merge branch 'master' into asmjit
2018-11-15 09:25:27 +01:00
Christoph Oelckers
cf590d73e4
- extended state caller check to work on CustomInventory items as well
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Since CallStateChain is a public member in CustomInventory we cannot really be sure that the given state is valid so it needs checking as well.
2018-11-15 09:24:17 +01:00
Christoph Oelckers
0a21d19723
Added a run time check for calling a state action from the wrong actor type.
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This can happen if a state that's retrieved with FindState gets used with a different actor type and can lead to hard to trace problems if not checked.
2018-11-15 09:04:38 +01:00
Magnus Norddahl
8bdebd917c
Merge pull request #631 from Doom2fan/asmjit
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Fix the code for MODF_RK in the JIT compiler.
2018-11-15 00:07:55 +01:00
Chronos Ouroboros
96b8f12a30
Fix the code for MODF_RK in the JIT compiler.
2018-11-14 21:05:24 -02:00
Christoph Oelckers
9f6091519f
- changed the stencil cap drawer to only cover the area which is actually used by the portal.
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This will now both exclude floor caps when only ceiling elements are used and everything outside the bounding box of active portal lines.
Hopefully this is enough to fix the issues with portal caps but of course it is not foolproof if someone just makes the right setup.
2018-11-14 23:30:46 +01:00
Christoph Oelckers
a23d1c2d25
- went back to the original portal stencil setup from 3.4.0.
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The main reason is to unify the portal hierarchy again. The split into a hardware independent and a hardware dependent part turned out to be unnecessary and complicated matters.
Another issue was that the new stencil setup code was having a few subtle problems, so this recreates the original ones with indirect API calls.
2018-11-14 21:03:54 +01:00
Chronos Ouroboros
566eb58000
Fixed the Vector2/3 != operator.
2018-11-14 20:01:13 +01:00
Magnus Norddahl
f76109e479
Merge pull request #629 from Doom2fan/asmjit
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Added support for CMP_APPROX to EQV_R and moved the code to a template.
2018-11-14 13:35:19 +01:00
Chronos Ouroboros
5375a99cf6
Added support for CMP_APPROX to EQV_R and moved the code to a template.
2018-11-14 10:29:48 -02:00
Magnus Norddahl
8429fc8124
- fix missing type check when using Push or Insert for typed arrays
2018-11-14 10:08:04 +01:00
Magnus Norddahl
99849bc0c5
Merge remote-tracking branch 'origin/master' into asmjit
2018-11-14 01:23:17 +01:00
Christoph Oelckers
a6b44b02b7
- fixed incompletely initialized secplanes in sprite splitting code.
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The recent optimization of the shader setup needs the negiC value properly set.
2018-11-13 20:36:23 +01:00
Major Cooke
55f17fa90c
Changed A_RaiseActor to just RaiseActor.
2018-11-13 19:01:56 +01:00
Major Cooke
f47210df4e
Fixed inconsistency.
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- P_Thing_Raise returned true while P_Thing_CanRaise returned false for the condition of having no raise state. P_Thing_Raise now returns false.
2018-11-13 19:01:56 +01:00
Major Cooke
71d2b39d92
Added A_RaiseActor(Actor other, int flags = 0)
2018-11-13 19:01:56 +01:00
Major Cooke
b553be153d
Added CanResurrect(Actor other, bool passive)
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- Works similarly to CanCollideWith.
- Passive means the caller is trying to be resurrected by 'other'.
- Non-passive means the caller is trying to resurrect 'other'.
2018-11-13 19:01:56 +01:00
Kevin Caccamo
9520a3c640
Fix swapped horizontal/vertical scale
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The UDMF specs for things had the descriptions for horizontal and vertical scale swapped.
2018-11-12 23:09:59 +01:00
Christoph Oelckers
33f2f9f34e
- fixed: ZScript's finalization code used the last parsed lump for of one translation unit as reference, not the base lump.
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This resulted in incorrect messages but also could produce some more subtle errors.
2018-11-12 00:22:50 +01:00