Commit graph

18162 commits

Author SHA1 Message Date
alexey.lysiuk
08a66abde9 - call SDL_Quit() from main() instead of atexit()
This should help with crash reporting during SDL shutdown
2019-10-11 11:56:38 +03:00
Colton G. Rushton
3a54b10697 Remove Illusory E3M7 key door changes
Removed the red key door compat patch for Illusions of Home E3M7 because a switch (the computer panel, rather) already opened that door as it was, therefore the original change was unnecessary.
2019-10-10 09:04:05 -04:00
drfrag
525d678219 - Fixed capped tall skies not working (Heretic and Hexen).
- Fixed sky stretching for the new freelook limit.
2019-10-09 15:08:39 -04:00
alexey.lysiuk
bfa8e25100 - fixed crash on exiting from IWAD selector
https://forum.zdoom.org/viewtopic.php?t=66073
2019-10-09 15:05:20 +03:00
alexey.lysiuk
d3c50eadaa
- removed test code
https://forum.zdoom.org/viewtopic.php?t=66065
2019-10-08 22:23:43 +03:00
alexey.lysiuk
d87170ed9e
- restored command line arguments initialization in SDL backend 2019-10-08 22:18:47 +03:00
alexey.lysiuk
f678b5d4d6 - fixed crash on closing fatal error window
Framebuffer was accessed after its destruction
2019-10-08 12:39:45 +02:00
alexey.lysiuk
d87f7593b8 - fixed compilation of POSIX targets
src/posix/cocoa/i_main.mm:152:2: error: use of undeclared identifier 'ShutdownJoysticks'
src/posix/sdl/i_system.cpp:128:3: error: ‘I_FatalError_Gtk’ was not declared in this scope
src/posix/sdl/st_start.cpp:329:8: error: ‘CExitEvent’ was not declared in this scope
2019-10-08 10:48:43 +03:00
Christoph Oelckers
18464d571d Merge branch 'exit_cleanup' 2019-10-07 20:35:15 +02:00
Christoph Oelckers
523fd0bf3a Revert "AsmJit update"
This reverts commit 747b3dfcfe.

# Conflicts:
#	libraries/asmjit/asmjit/core/compiler.h

This had to be reverted because it breaks exception handling which is a critical problem.
With the updated code any exception thrown inside code that had a JITed call stack would crash.
2019-10-07 20:34:55 +02:00
Christoph Oelckers
2e7af1338c - the big cleanup of the exit cleanup is done!
atterm is gone and only a few system-side functions use atexit.
All game side cleanup is performed in D_DoomMain now.
2019-10-07 20:28:55 +02:00
Christoph Oelckers
6f821a9198 - fixed compilation on Windows. 2019-10-07 18:59:18 +02:00
alexey.lysiuk
53949e05f3 - handled differences of values returned by fluid_settings_...() functions
FluidSynth 1.x: these functions return 1 on success and 0 otherwise
FluidSynth 2.x: these functions return  FLUID_OK (0) on success and FLUID_FAILED (-1) otherwise
2019-10-07 12:32:40 +03:00
alexey.lysiuk
59f649700f - fixed setting of FluidSynth reverb and chorus 2019-10-07 12:20:56 +03:00
Christoph Oelckers
ff379e7c0c replaced all 'exit's with an ExitEvent exception
The main exits are initiated from code that cannot filter this back to D_DoomMain easily so the exception is the only way to get there.

The 3 main points of exit are:

* quit/exit CCMD
* quitting the menu through ST_Endoom
* receiving a quit message on the main window.
2019-10-07 01:24:51 +02:00
Christoph Oelckers
5d265d2d88 - don't exit from within a window proc.
This should be handled by the message pump evaluating WM_QUIT which is how Windows suggests this to be done.
2019-10-07 01:11:53 +02:00
Christoph Oelckers
c95a07d2c4 - missed one exit. 2019-10-07 01:10:37 +02:00
Christoph Oelckers
0a611e1992 - refactored the exit calls out of the networking code
These ones were particularly bad examples of misusing the exit handlers by temporarily installing one themselves and then calling exit to clean stuff up.

Now they just return an error code to D_DoomMain to perform a regular exit.
2019-10-07 00:55:14 +02:00
Christoph Oelckers
96006eb94f - moved all exception handling out of the backends
The main catch is now in D_DoomMain, only calling platform specific functions to handle the output for the error.

As a nice side effect, -norun can now be done without an exception, just by exiting D_DoomMain with a special exit code.
2019-10-07 00:37:56 +02:00
Christoph Oelckers
b5fa08bf15 - consolidated I_FatalError functions
This also removes the handling from thr Posix backend and will not compile on non-Windows.
2019-10-07 00:20:07 +02:00
Christoph Oelckers
cd086ae1da - consolidated the 3 I_Error implementations
Debug output is now being handled by the respective interface functions, not by the Windows I_Error itself.
2019-10-07 00:01:12 +02:00
alexey.lysiuk
d7289f6469 - fixed compilation with old versions of Xcode
libraries/zmusic/mididevices/music_fluidsynth_mididevice.cpp:628:3: error: use of undeclared identifier 'free'
2019-10-06 14:28:49 +03:00
Christoph Oelckers
5a72e0bfb7 - added a new texture class using stb_image to read a more formats.
This implementation only reads GIF, BMP and PIC formats. No animated GIF support because stb_image does not handle that.
PNG, JPG and TGA are still being handled by the existing dedicated implementations.
PSD and HDR are impractical for reading texture data and thus are disabled.
PnM could be enabled, if its identification semantics were stronger. stb_image only checks the first two characters which simply would falsely identify several flats with the right colors in the first two bytes.

This is more or less a waste product of getting stb_image to work with something actually testable, so it is just provided as-is.
2019-10-06 08:37:23 +02:00
Rachael Alexanderson
5cbb1c86ab - add missing information for the drawers, from the wallsprite code. this reverts a revert.
This reverts commit 338430995e.
2019-10-05 14:51:48 -04:00
drfrag
e6c6b617e2 - Fixed crash with wallsprites in the software renderer for real. 2019-10-05 19:18:00 +02:00
drfrag
338430995e Revert "- fixed a crash in the software renderer that caused wallsprites to crash"
This reverts commit 0dea6fcecc.
2019-10-05 19:18:00 +02:00
alexey.lysiuk
b02ef69d49 - cleaned POSIX compiler arguments for libraries
Removed omission of frame pointers as it makes crash reports much less useful
Modified warning flags to hide annoying reports for external code
2019-10-05 15:02:10 +03:00
alexey.lysiuk
46270326be - implemented str(n)icmp function definitions via CMake macro 2019-10-05 14:47:36 +03:00
alexey.lysiuk
c09f196141 - applied fast math flags to C and C++ files
Avoid copy-paste using CMake macro
2019-10-05 14:41:21 +03:00
alexey.lysiuk
ace677b8a3 - fixed: soundfont selection for FluidSynth was ignored 2019-10-05 11:23:46 +03:00
alexey.lysiuk
7780f774f9 - fixed: mode argument was ignored by utf8_fopen() on POSIX platforms 2019-10-05 11:02:19 +03:00
Dominus Iniquitatis
f13843c8ca Fixed a typo 2019-10-04 17:34:54 +02:00
alexey.lysiuk
9332316c2a - set initial vsync state after creation of framebuffer
https://forum.zdoom.org/viewtopic.php?t=66020
2019-10-04 10:46:52 +03:00
Rachael Alexanderson
0dea6fcecc - fixed a crash in the software renderer that caused wallsprites to crash
(note: there is still a bug with grabbing the texture for these)
2019-10-03 23:32:14 -04:00
alexey.lysiuk
1d9b5cb239 - restored ability to link with thirdparty sound libraries explicitly
DYN_SNDFILE=NO and DYN_MPG123=NO were ignored while DYN_FLUIDSYNTH=NO broke compilation
These options should be applied to ZMusic target instead of the main executable
As a bonus, it's now possible to build GZDoom without FluidSynth
2019-10-03 12:22:46 +03:00
alexey.lysiuk
ad3327bdf5 - fixed compilation of Cocoa backend
src/posix/cocoa/st_start.mm:63:7: error: redefinition of 'FBasicStartupScreen'
2019-10-02 10:57:39 +03:00
Christoph Oelckers
b0acfc3ce6 - split up st_start.cpp into one file with the Windows interface code and a second one which only contains platform independent code.
Since this made heavy use of Windows type, those were duplicated to avoid rewriting the entire interface.
This split at least reduces the amount of code needed to refactor for making the screens work on other platforms than Windows.
2019-10-01 23:00:13 +02:00
Christoph Oelckers
5179a69fdb - don't let Vulkan access the vid_vsync variable directly.
Since the FrameBuffers have a SetVsync method anything these last set must count, not the global variable directly.
2019-10-01 20:50:15 +02:00
Christoph Oelckers
b9d4e77214 - eliminate a little bit of redundancy. 2019-10-01 20:13:40 +02:00
Christoph Oelckers
d2c156224b - cleanup of the sound init/exit code.
Now there is only one single entry point for both, instead of previously 2 entry and 4 exit points.
This also eliminates the explicit shutdown of ZMusic. Timidity++'s two buffers have been put in containers that self-destruct on shutdown and calling dumb_exit is not necessary because the only feature requiring it is not used by any code in the music library.
2019-10-01 20:04:46 +02:00
Christoph Oelckers
86ab366958 - some reformatting on exit code, mainly to make searching for the content easier. 2019-10-01 19:06:28 +02:00
Christoph Oelckers
f3219ca979 Merge branch 'master' of https://github.com/coelckers/gzdoom 2019-10-01 15:26:57 +02:00
Christoph Oelckers
241a47602b - small fix 2019-10-01 15:24:17 +02:00
alexey.lysiuk
8ff51ca129 - fixed build issues with POSIX targets 2019-10-01 12:06:24 +03:00
Christoph Oelckers
338ae15a4c - sanitized exit code a bit
Instead of trying a homegrown way to avoid recursive exceptions, let's do it with the defined procedure C++ has for this case: call std::terminate.

This allowed removing some old hackery inherited from Boom and will now hopefully allow sanitizing the exit procedure to the point that it can be done without depending on exit handlers.
2019-10-01 01:37:21 +02:00
Christoph Oelckers
ff40bcd178 - moced I_DetectOS call into D_DoomMain
This requires the console and was the reason for this strange setup.
2019-10-01 01:02:49 +02:00
Christoph Oelckers
a1a73ef2b3 - moved the initial C_InitConsole call into D_DoomMain
The only difference here were the size values on Windows but for this initial call they have been useless for a long time. When this code was written the console buffer still had a fixed width that needed to be set before adding any text.
2019-10-01 01:00:37 +02:00
Christoph Oelckers
9f15efc5f5 - also put the Windows system specific exit handlers into atexit's list
Again, these have no place in the game's own uninit code.
2019-10-01 00:51:14 +02:00
Christoph Oelckers
eae593b1f5 - put SDL_Quit into the atexit queue instead of atterm
System exit procedures should not go in there.
2019-10-01 00:44:28 +02:00
Christoph Oelckers
12440bbca3 - new exception class for quitting the game
This will eventually replace the atexit mess, right now it isn't used.
2019-10-01 00:43:12 +02:00