Commit Graph

14436 Commits

Author SHA1 Message Date
Christoph Oelckers 42b18e6dfb - Disable PALVERS substitution when true color rendering is active. 2018-12-07 02:53:50 +01:00
Christoph Oelckers 79a0f76801 - replaced TexMan.operator() with two functions.
This was done to make reviewing easier, again because it is virtually impossible to search for the operators in the code.

Going through this revealed quite a few places where texture animations were on but shouldn't and even more places that did not check PASLVERS, although they were preparing some paletted rendering.
2018-12-07 02:53:18 +01:00
Christoph Oelckers 3dc9eab743 Renamed the operator() and [] methods in FTextureManager which take a name
The operators cannot be easily searched for so this makes it hard to do any evaluations on the use of this method.
2018-12-07 02:43:27 +01:00
Christoph Oelckers 9fedecbe60 Renamed FTextureManager::GetTexture to GetTextureID
It doesn't return a texture after all and I want to repurpose the name for something else.
2018-12-07 02:31:30 +01:00
Christoph Oelckers 3491182ac3 - fixed compilation 2018-12-07 02:21:39 +01:00
Christoph Oelckers bde3558dc2 - moved the bit size variables to FSoftwareTexture
They are only needed by the software rasterizer.
2018-12-07 02:13:11 +01:00
Christoph Oelckers 18c1a3abe5 - make the FWarpTexture class local to the software renderer.
This class has only meaning for software-based warping so it doesn't have to be a part of the FTexture hierarchy.
Making it a subclass of FSoftwareTexture is fully sufficient.
2018-12-07 00:58:37 +01:00
Christoph Oelckers 4c67785c40 - moved the span and swtruecolor creation code into FSoftwareTexture. 2018-12-07 00:04:39 +01:00
Christoph Oelckers 32e245f2b9 - moved the software rendering specific parts of the sky setup to r_skyplane.cpp. 2018-12-06 20:52:03 +01:00
Christoph Oelckers a4d61e6fb1 - everything compiles again.
As a bonus this already fixes several bugs caused by the botched texture scaling implementation the original texture manager came with.
System cursors are currently disabled because they rely on functionality that needs to be moved to different classes.
2018-12-06 20:12:15 +01:00
alexey.lysiuk f6561ca23b - fixed native calls to LevelLocals.GetUDMF*() functions
https://forum.zdoom.org/viewtopic.php?t=62774
2018-12-06 17:04:41 +02:00
Rachael Alexanderson 9c023c78a4 - changing vid_scalefactor now always shows current scaling data unless it gets set to "1"
- vid_scaletoheight/width now works in all scaling modes, and can now also scale on custom resolutions directly
2018-12-06 09:20:01 -05:00
Magnus Norddahl e83af15907 - remove some redundant variables 2018-12-06 04:34:19 +01:00
Magnus Norddahl 2aefeb6401 - Use static ifs (C++11 version of them, anyhow) for the triangle draw function 2018-12-06 03:10:14 +01:00
Christoph Oelckers 6eab4a882c - narrowing down the public interface of the texture class
Cannot refactor if the entire class is this wide open to everything.
Not complete yet, doesn't fully compile!
2018-12-06 01:11:04 +01:00
Christoph Oelckers e22e249287 - this "genuine hack" was totally redundant... 2018-12-06 00:34:17 +01:00
Christoph Oelckers aef882c137 - more direct native stuff, this is a week old but was almost forgotten. 2018-12-06 00:28:05 +01:00
Christoph Oelckers e01306d403 - missed one definition for adding a direct native call. 2018-12-06 00:17:07 +01:00
Christoph Oelckers 494a113920 - more direct native entry points.
- disallow bool as a return value for direct native calls because it only sets the lowest 8 bits of the return register.
- changed return type for several functions from bool to int where the return type was the only thing blocking use as direct native call.
2018-12-05 20:10:44 +01:00
Christoph Oelckers 2e7e6cba9d - scriptified P_CheckMeleeRange2. 2018-12-05 18:58:15 +01:00
Christoph Oelckers e4e86dd4f8 - fixed: Direct native functions for the JIT compiler may not return bool.
A bool will only set the al register on x64, but the entire eax needs to be set for the JIT code to deal with it.
2018-12-05 18:41:19 +01:00
Christoph Oelckers de5ab0b4b6 - deprecated a few functions that depend on AAPTR_* to be useful. 2018-12-05 18:33:59 +01:00
alexey.lysiuk b8c4a506a7 - fixed linking of optimized targets
CMakeFiles/zdoom.dir/r_utility.cpp.o: In function `R_SetupFrame(FRenderViewpoint&, FViewWindow&, AActor*)':
/home/travis/build/coelckers/gzdoom/src/r_utility.cpp:832: undefined reference to `AActor::GetCameraHeight() const'
CMakeFiles/zdoom.dir/g_shared/a_action.cpp.o: In function `A_Unblock(AActor*, bool)':
/home/travis/build/coelckers/gzdoom/src/g_shared/a_action.cpp:64: undefined reference to `AActor::GetDropItems() const'
2018-12-05 18:10:22 +02:00
Christoph Oelckers 148d75251f - fix it 2018-12-05 17:41:25 +01:00
Christoph Oelckers eb282c0d11 Merge branch 'master' of https://github.com/coelckers/gzdoom
# Conflicts:
#	src/scripting/vmthunks_actors.cpp
2018-12-05 17:34:53 +01:00
Christoph Oelckers 6c9d0b166a Added direct native entry points to a larger number of functions. 2018-12-05 17:34:11 +01:00
alexey.lysiuk 101ebe1731
- fixed linking of optimized POSIX targets
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_Distance2DSquared(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x6ab): undefined reference to `AActor::PosRelative(AActor const*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_Distance3DSquared(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x75f): undefined reference to `AActor::PosRelative(AActor const*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_Vec3To(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x850): undefined reference to `AActor::PosRelative(AActor const*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_Vec2To(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x930): undefined reference to `AActor::PosRelative(AActor const*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_DistanceBySpeed(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0xa00): undefined reference to `AActor::PosRelative(AActor const*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o:vmthunks_actors.cpp:(.text+0xad3): more undefined references to `AActor::PosRelative(AActor const*) const' follow
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_PosRelative(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x1200): undefined reference to `AActor::PosRelative(sector_t*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_ClearInterpolation(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x127d): undefined reference to `AActor::ClearInterpolation()'
vmthunks_actors.cpp:(.text+0x1298): undefined reference to `AActor::ClearInterpolation()'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_GetBobOffset(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x135a): undefined reference to `AActor::GetBobOffset(double) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_Distance2D(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x222b): undefined reference to `AActor::PosRelative(AActor const*) const'
2018-12-05 10:25:07 +02:00
Christoph Oelckers a846ed391e - fixed: ST_FormatMapName did not clear the string it wrote to before appending text. 2018-12-05 08:29:39 +01:00
Christoph Oelckers 5e1fc45816 fixed missing include. 2018-12-05 08:22:24 +01:00
Christoph Oelckers 2f2ce8126b - fixed definition of GetUDMFString export. 2018-12-05 08:18:07 +01:00
Rachael Alexanderson 0d891b6289 - Enforce CheckCheatmode() for cheat-enforced CVARs, allowing them to be changed in normal single player games 2018-12-05 00:21:39 +01:00
Christoph Oelckers 33db5792b4 - moved a large part of the VM thunks out of p_mobj.cpp. 2018-12-05 00:21:16 +01:00
Christoph Oelckers a3265c2963 - more direct native entry points. 2018-12-04 23:12:16 +01:00
Christoph Oelckers 3b5ce4ecca - fixed: SBar_SetClipRect had a superfluous argument resulting in incorrect behavior 2018-12-04 19:14:14 +01:00
Christoph Oelckers e928b94ab2 - missed the header... 2018-12-04 18:53:12 +01:00
Christoph Oelckers d0f037d14f - the native APlayerPawn::PlayAttacking2 function is not needed anymore. 2018-12-04 18:51:03 +01:00
Christoph Oelckers 8025f02935 - fix bad return type. 2018-12-04 18:47:03 +01:00
Christoph Oelckers d7da2d838f - handle JIT errors in a more user-friendly fashion than aborting.
* use I_Error instead of I_FatalError to abort. I_FatalError is only for things that are not recoverable and should not be handled outside of error cleanup and rethrowing.
* only catch CRecoverableError in JitCompile. Everything else should fall through to the outermost catch block.
* Do not I_FatalError out after handling the exception locally. Just print an error and return null, indicating failure.
2018-12-04 18:45:07 +01:00
Christoph Oelckers 45d7e5a038 - scriptified ASpecialSpot.
This only had two simple native methods so the class is not fully scripted.
2018-12-04 18:21:48 +01:00
Christoph Oelckers de9805d5c7 - treat REGT_STRING | REGT_ADDROF just like REGT_STRING for direct native functions.
Both pass a reference so there's no need to treat them differently.
2018-12-04 18:21:00 +01:00
Christoph Oelckers 062528e0e2 - more direct native function calls. 2018-12-04 18:16:01 +01:00
Christoph Oelckers 5e4b366724 Removed all native components from AInventory. 2018-12-04 18:06:09 +01:00
Christoph Oelckers d66516ec82 - scriptified A_SpawnSingleItem, which was the last piece of native code still referencing AInventory 2018-12-04 17:55:45 +01:00
Christoph Oelckers 2459b27895 - scriptified A_SelectWeapon and inlined the last remaining use of APlayerPawn::SelectWeapon. 2018-12-04 17:41:55 +01:00
Christoph Oelckers 44e43c48b5 - scriptified A_SelectWeapon 2018-12-04 17:31:25 +01:00
Christoph Oelckers 9348baeeb1 Removed all remaining references to AInventory
What remains is the class definition and one single reference that will be scriptified.
2018-12-04 17:11:36 +01:00
Christoph Oelckers cd563cc4db Removed more literal references to AInventory. 2018-12-04 17:00:48 +01:00
Christoph Oelckers 3d28006eda - started removing literal references of AInventory, so far only simple stuff. 2018-12-04 00:41:39 +01:00
Christoph Oelckers a573c63f60 - removed all direct access to AInventory's members.
We are getting closer to make class Inventory fully scripted.
2018-12-04 00:22:26 +01:00
Magnus Norddahl 14919f49ec - gcc/clang didn't like having this in a class 2018-12-03 23:39:03 +01:00
Magnus Norddahl ae44b936eb - add bool and unsigned int to the allowed types
- fix one case where floats were used (the JIT always calls with doubles)
2018-12-03 23:09:23 +01:00
Magnus Norddahl ba0c7652eb - perform compile time validation of direct native function signatures 2018-12-03 22:59:56 +01:00
Magnus Norddahl 5d9784f215 - fix VM native calls containing strings and enable them again 2018-12-03 21:58:01 +01:00
Magnus Norddahl 4f078dfcb3 - fix compile error 2018-12-03 21:57:07 +01:00
Magnus Norddahl 3ac2e74f1c - GetInventoryIcon must return an integer for it to work for VM native calls 2018-12-03 21:56:06 +01:00
Christoph Oelckers 7df8245102 - added missing min/max unsigned instructions for the VM. 2018-12-03 21:12:39 +01:00
Rachael Alexanderson 493ff5f089 - always apply vid_scalefactor now, even when vid_scalemode is not 0 or 1. 2018-12-03 13:38:18 -05:00
Christoph Oelckers b6d0492478 - fixed crash with weapons which remove themselves from the inventory but continue calling action functions.
This is still an error, so now this throws a meaningful exception.
2018-12-03 18:51:24 +01:00
Christoph Oelckers 6faeadaceb - hardened the seg integrity checks against extremely broken mods.
Temple of the Lizardmen 3 has segs lumps in every level that seem to use a different data format and are completely unusable, up to triggering undefined behavior.
2018-12-03 18:10:36 +01:00
Christoph Oelckers 1b07bded47 - fixed: The static variant of PClass::FindFunction may only be used for actual static variables. 2018-12-03 17:41:05 +01:00
Christoph Oelckers 0e095b0c05 - removed all direct references of AInventory::Owner and AInventory::Amount from the C++ code. 2018-12-03 17:41:05 +01:00
Christoph Oelckers 53291b0abf Merge branch 'master' of https://github.com/coelckers/gzdoom 2018-12-03 15:54:09 +01:00
Christoph Oelckers 40a67b8c9a - fixed issues with Dehacked's ad-hoc script code generation
* The functions had no prototype and caused crashes.
* even after creating a prototype it didn't work because CreateAnonymousFunction was set up incorrectly for the case where a known return type was given.
2018-12-03 12:24:55 +01:00
Magnus Norddahl 1e30bc72fe - compare against the thing renderstyle since the local copy has been modified 2018-12-03 11:10:40 +01:00
Magnus Norddahl 4604c9379c - disable alpha test on models if the renderstyle isn't STYLE_Normal 2018-12-03 10:46:28 +01:00
Christoph Oelckers 39d90d022b - made the BUddha checks readable again. 2018-12-03 09:48:05 +01:00
Christoph Oelckers d7bb1726ab - fixed compile warning 2018-12-03 09:14:11 +01:00
Christoph Oelckers 099b278f18 - removed assert that got triggered in an edge case that must pass here. 2018-12-02 23:35:18 +01:00
Christoph Oelckers d222e82bbc - implemented missing 'exact' parameter for ThinkerIterator.Next. 2018-12-02 23:15:34 +01:00
Christoph Oelckers bfcd714186 - started replacing direct references to class AInventory.
The easiest part was the type checks which could be changed to the name variant with a global search and replace.
2018-12-02 21:35:55 +01:00
Major Cooke 6fd3bea38c - fixed: P_PoisonPlayer and P_PoisonDamage did not check for NODAMAGE.
- fixed: P_PoisonDamage's check for Buddha2 and the Buddha powerup were inverted.
- fixed: P_PoisonDamage checked the modified damage instead of the raw, allowing amplifiers to boost the damage beyond telefrag and circumventing regular buddha.
2018-12-02 21:14:22 +01:00
Christoph Oelckers 807df33e1a - scriptified AInventory::Tick.
This was the last bit of code standing in the way of making AInventory a fully scripted class.
All that's left to sort out is some variable accesses - the vast majority of them in SBARINFO.
2018-12-02 20:58:15 +01:00
Magnus Norddahl d88d173b38 - ptest is a SSE 4.1 instruction 2018-12-02 20:44:36 +01:00
Christoph Oelckers 2e383073e8 - scriptified the AutoUseHealth feature.
This again is a piece of code that reads and even writes to inventory items' properties, so better have it on the script side.
2018-12-02 19:45:45 +01:00
Christoph Oelckers 3182569fb8 - scriptified the decision making of the invuseall CCMD.
Custom items had no way to adjust to this - and it also was the last native access to ItemFlags.
2018-12-02 18:43:38 +01:00
Christoph Oelckers 93f91d1039 - scriptified P_DropItem. 2018-12-02 18:31:18 +01:00
Christoph Oelckers a5fc26b37c - scriptified the no-spawn flag check for armor and health items. 2018-12-02 18:04:44 +01:00
Christoph Oelckers 319f8743db - consolidated the check for "is actor an owned inventory item" into a subfunction.
This check occured 9 times in the source, better have it only once.
2018-12-02 16:53:12 +01:00
Christoph Oelckers ee08412e49 - scriptified G_PlayerFinishLevel.
Outside of SBARINFO this was the biggest remaining piece of code that referenced AInventory internals.
2018-12-02 16:26:02 +01:00
Christoph Oelckers 719598aae4 - scriptified AActor::ClearInventory 2018-12-02 15:24:44 +01:00
Christoph Oelckers 2cb0b2db87 - took the last methods aside from Tick and Serialize out of AInventory. 2018-12-02 14:56:10 +01:00
Christoph Oelckers db814dc333 - properly hook up the alt HUD with the status bar. 2018-12-02 14:34:10 +01:00
Christoph Oelckers d11b33e8fd - scriptified the last components of the alternative HUD.
- moved the ALTHUDCF parser PClass::StaticInit, so that it gets done right after creating the actor definitions.

All left to do is not to reallocate the AltHud object for each frame but store it in a better suited place.
2018-12-02 14:34:10 +01:00
Christoph Oelckers ba905321b0 - scriptified the main drawer for the in-game HUD and removed all intermediate VM calls from the native source. 2018-12-02 14:34:09 +01:00
Christoph Oelckers fe39236ee1 - scriptified the AltHUD'S powerup drawer. 2018-12-02 14:34:09 +01:00
Christoph Oelckers ddaab4d2ab - scriptified and cleaned up the AltHUD's DrawCoordinates, DrawTime and DrawLatency functions.
Some backing functionality was moved elsewhere because scripting should not have access to low level system information.
2018-12-02 14:34:09 +01:00
Christoph Oelckers 4431ec06fd - scriptified the AltHUD's inventory drawer and fixed the InvPrev CCMD. 2018-12-02 14:34:09 +01:00
Christoph Oelckers 714ca9b2ce - scriptified the AltHUD's weapon drawer. 2018-12-02 14:34:08 +01:00
Christoph Oelckers 1406c11f8e - added the missing TNT1A0 check for icon-less keys.
Since it tries to get the icon from the spawn state it also has to check if that actually has a valid sprite.
2018-12-02 14:34:08 +01:00
Christoph Oelckers fbc441673a - AltHUD ammo drawer scriptified. 2018-12-02 14:34:08 +01:00
Christoph Oelckers 0cd93c14af - allow %*d etc. format specifiers in ZScript, but only for numeric types. 2018-12-02 14:34:08 +01:00
Christoph Oelckers 4a1f011dc1 - Alt HUD scriptification, part 1. 2018-12-02 14:34:08 +01:00
Magnus Norddahl edc05111cd - don't use SSE for integer min/max 2018-12-02 09:58:08 +01:00
Magnus Norddahl 706a923884 - Use SSE2 for min/max instead 2018-12-02 07:35:02 +01:00
Christoph Oelckers c66dae9f2c - this was wrong... 2018-12-02 00:08:19 +01:00
Christoph Oelckers 117537339d - fixed script call in PickNewWeapon. 2018-12-01 23:36:48 +01:00
Christoph Oelckers 2d0b90deb1 - fixed: P_Massacre without a class restriction no longer worked. 2018-12-01 22:44:06 +01:00
Christoph Oelckers 577af8860c - scriptified invnext and invprev CCMDs. 2018-12-01 22:37:12 +01:00
Christoph Oelckers 5c647de70c - moved ValidateInvFirst to the script side because this was one of the major functions that directly reference AInventory. 2018-12-01 17:46:20 +01:00
Christoph Oelckers bc1990b6d7 - moved AInventory::DoRespawn fully to the script side. 2018-12-01 17:29:37 +01:00
Christoph Oelckers 3922f817fb - made CallTryPickup a global function.
This one still gets called in too many places but stands in the way of moving Inventory fully to the script side.
2018-12-01 17:21:40 +01:00
Christoph Oelckers 7b63e088e1 - moved the GetBlend script call to the one single place where it is needed to get rid of one native AInventory method. 2018-12-01 17:21:20 +01:00
Christoph Oelckers a14b0c58bf - re-fixed the massacre fix for Dehacked-modified inventory items.
Instead of overriding the Massacre method it is preferable to clear the flags causing the bad behavior, most notably ISMONSTER.

# Conflicts:
#	src/g_inventory/a_pickups.cpp
#	src/g_inventory/a_pickups.h
2018-12-01 17:20:52 +01:00
Christoph Oelckers 7301bbc58e - scriptified GiveAmmo and the one remaining piece of native code still using it. 2018-12-01 17:20:23 +01:00
Christoph Oelckers 2c59172c42 - scriptified DropInventory. 2018-12-01 17:18:26 +01:00
Christoph Oelckers 09129e0113 - scriptified UseInventory and several functions using the already scriptified ones, 2018-12-01 17:17:08 +01:00
Christoph Oelckers 588ddd185b - scriptified TakeInventory, including the ACS/FS interfaces. 2018-12-01 17:11:09 +01:00
Christoph Oelckers e7d309cb96 - code consolidation in invnext and invprev. 2018-12-01 17:09:43 +01:00
Christoph Oelckers 023efc7685 - scriptified RemoveInventory and Inventory.OnDestroy. 2018-12-01 17:09:23 +01:00
Christoph Oelckers eb47fb9adc - scriptified GiveInventory and made the interface a bit more configurable by mods.
Now a child type can decide for itself how to treat 'amount'.
The scripting interfaces to this function in ACS and FraggleScript have been consolidated and also scriptified.
2018-12-01 17:07:09 +01:00
Christoph Oelckers a426655d61 - scriptified AddInventory. 2018-12-01 17:03:58 +01:00
Christoph Oelckers d812b94d57 - disabled direct native functions for now until the problems with string arguments are fixed. 2018-12-01 16:56:55 +01:00
Christoph Oelckers 691652042c - added direct native variants to nearly all status bar function.
I skipped ValidateInvFirst because that one will have to be scriptified soon.
2018-12-01 16:54:31 +01:00
Magnus Norddahl 5169a5b119 - minor code cleanup now that it is working 2018-12-01 14:35:21 +01:00
Christoph Oelckers 85a3edf583 - removed the no longer needed exception prevention hack.
# Conflicts:
#	src/scripting/vm/vmframe.cpp
2018-12-01 14:27:18 +01:00
Christoph Oelckers 067e9de00a - fixed: V_FindFontColor is not suitable for direct calls from JIT code, thanks to its FName parameter. 2018-12-01 14:26:53 +01:00
Christoph Oelckers aa32acae25 - a bit of code reordering for adding direct native entry points.
- offloaded key list generation for alternative HUD to non-UI parts.

This change also revealed a problem with handling empty sprites in the key list so this got fixed, too.
2018-12-01 14:18:28 +01:00
Magnus Norddahl 83c011740c - fix augmentation length bug 2018-12-01 14:14:28 +01:00
Magnus Norddahl b428136866 - unwind data is now working on macOS 2018-12-01 12:46:35 +01:00
Christoph Oelckers a7e472b4b3 - moved all exports from class Font to vmthunks.cpp and gave them direct native entrypoints.
- changed PARAM_STRING to use the passed string by reference instead of by value. The 3 instances where passing by value was needed now use PARAM_STRING_VAL.
2018-12-01 10:30:50 +01:00
Christoph Oelckers ea3d26aafd - fixed character to int conversion for UTF8-characters. 2018-12-01 10:30:50 +01:00
alexey.lysiuk 8d9b4f5a17 - previous fix attempts done right 2018-12-01 09:44:14 +02:00
SanyaWaffles 6dd73e43fd Attempts to fix errors introduced by merging of asmjit branch and wea… (#649)
* Attempts to fix errors introduced by merging of asmjit branch and weapons scripting branch

* This didn't work. The others should work though.

* fix scriptutil.cpp:(.text+0x18d): undefined reference to `PClass::FindActor(FName)'

* Attempt to fix compilation on macOS
2018-12-01 07:31:25 +01:00
Magnus Norddahl c41603c171 - implemented unwind data on Unix - does it work? no idea, there's no easy way to tell when the debugger doesn't support the interface.. 2018-12-01 01:14:15 +01:00
Christoph Oelckers 42b9a41421 - removed the longjmp based exception catch/rethrow mechanism and instead force-terminate in case a user exception is thrown while the VM is executing JITed code on a non-Windows system
On Windows none of this is needed, because we can generate a proper unwind frame for the JITed functions, but even on Linux, it would require manual additions to each single piece of native code that ever gets called from inside a JIT compiled function.
This is an utterly prohibitive proposition because it makes direct native calls a virtual impossibility
So, in order to get the thrown error properly presented both I_Error and ThrowAbortException will now forward to I_FatalError if it is called from inside a JIT context.
2018-11-30 21:30:14 +01:00
Christoph Oelckers b26b16e4b7 Merge remote-tracking branch 'remotes/origin/master' into asmjit 2018-11-30 21:29:12 +01:00
Christoph Oelckers a0c0e8bdfe Merge remote-tracking branch 'remotes/origin/weapon_scriptification' into asmjit
# Conflicts:
#	src/g_inventory/a_pickups.cpp
2018-11-30 21:28:44 +01:00
Christoph Oelckers 32f7e9a9ea -add a dummy definition for vm_jit in 32 bit. 2018-11-30 20:50:31 +01:00
Christoph Oelckers 62f649b4f6 - fixed: the direct native GetTextureSize used the wrong calling convention. 2018-11-30 19:28:24 +01:00
Player701 b79e3f8904 - Added a flag to make bouncing objects disappear when hitting sky surfaces 2018-11-30 18:53:57 +01:00
Christoph Oelckers 8e46cb3a21 Merge remote-tracking branch 'remotes/origin/master' into asmjit 2018-11-30 18:49:28 +01:00
Christoph Oelckers 00d97197db - removed deprecated method to retrieve OpenGL extensions
Since we force a core profile and this was explicitly disabled for core profiles, this code has no use anymore
2018-11-30 17:16:21 +01:00
Christoph Oelckers a3df67bdd4 - let FOBJModel::ParseVector actually use its templated size parameter
In this setup the array can be statically updated because the size is always constant per instantiation
2018-11-30 17:12:36 +01:00
Christoph Oelckers 25ad71a113 - Changed a few allocations into usin TArrays
S_SoundCurve in particular looked like a candidate for leaking memory.
2018-11-30 17:07:42 +01:00
Christoph Oelckers 024870ba11 - merged DCanvas and DSimpleCanvas and use a TArray to hold its memory. 2018-11-30 17:02:39 +01:00
Magnus Norddahl cb1153272a - fix native call crash and assertion error 2018-11-30 16:55:22 +01:00
Magnus Norddahl 6e598274f7 - hook up unix unwind info (still not working) 2018-11-30 02:06:40 +01:00
Player701 927d333063 - Exported AActor::Grind to ZScript. 2018-11-29 23:46:47 +01:00
Magnus Norddahl b1bb82fe01 - fix WriteSLEB128 2018-11-29 19:44:26 +01:00
Magnus Norddahl 5d052fc565 - fix compile errors 2018-11-29 19:32:08 +01:00
Magnus Norddahl 37e33c6609 - implemented unwind info for Linux and macOS - now to fix the bugs that cannot be fixed when the documentation is as useless as it is for those platforms.. 2018-11-29 18:45:55 +01:00
Christoph Oelckers 19df662348 - fixed code generation for dummy results. 2018-11-29 20:15:53 +01:00
Christoph Oelckers b8394b2f16 - fixed compilation warnings. 2018-11-29 20:11:28 +01:00
Christoph Oelckers 717912c88c - direct native methods for dynamic arrays. 2018-11-29 20:09:41 +01:00
Christoph Oelckers 3ecda35379 Add direct native calls to TexMan's native methods. 2018-11-29 19:41:03 +01:00
Christoph Oelckers 3acd9c8116 Made all virtual base functions for the event handler scripted
This was by far the largest block of native virtuals, and they were only native to be able to allow checking if the event was implemented for the current handler. This can easily be done by looking at the byte code, just like VMCall also does but in turn it removes more than half of the existing native virtuals from the interface.
2018-11-29 18:46:28 +01:00
Magnus Norddahl 110b982031 - fix compile error on systems with no SSE support 2018-11-29 13:08:46 +01:00
Christoph Oelckers 762a100d60 Direct native functions for SBarInfo
Mostly pointless because they all get used only once and aren't even virtual overrides, but I only realized this after everything was complete…
2018-11-29 12:20:24 +01:00
Christoph Oelckers 53d59559cd Added direct native functions to the remaining content of vmthunks.cpp 2018-11-29 17:55:56 +01:00
Christoph Oelckers 62efe11a85 - more direct native functions for sector utilities. 2018-11-29 17:38:58 +01:00
Magnus Norddahl e3c13fe193 - Emit DW_CFA_advance_loc and DW_CFA_def_cfa_offset codes 2018-11-29 02:37:58 +01:00
Christoph Oelckers f43f0b9bd4 - added a few more direct native entry points. 2018-11-29 00:27:09 +01:00
Magnus Norddahl fa185693d2 - _mm_rcp_ps may be faster but its precision is too poor 2018-11-29 00:17:40 +01:00
Magnus Norddahl 4ee7cf2de1 - forgot to set the light level 2018-11-29 00:03:50 +01:00
Magnus Norddahl d62a26a177 - use psprite renderstyle on HUD models 2018-11-29 00:01:16 +01:00
Christoph Oelckers d3ff657231 - added a direct native function for NextHighestCeilingAt to test multiple return values. 2018-11-28 21:40:56 +01:00
Magnus Norddahl 5ae456d059 - fix typo in macro 2018-11-28 19:59:35 +01:00
Christoph Oelckers a5a9ab07af Merge branch 'master' into asmjit 2018-11-28 18:44:42 +01:00
Christoph Oelckers 9c398cd343 - fixed: P_Recalculate3DFloors may not be called before the vertex buffer has been set up.
Since this function creates dynamic copies for 3D floors that need to be split it requires the vertex buffer index to be set up.
In older versions this did not produce errors because there was a fallback render path that was less efficient.
Now with that fallback removed this resulted in temporary 3D floors being created without valid vertex data.
2018-11-28 18:42:37 +01:00
Magnus Norddahl 232c24e4de - add .eh_frame generation code except for building the actual CIE and FDE instructions 2018-11-28 13:10:31 +01:00
Christoph Oelckers fc7ca39927 - allocate storage for all of a function's return values 2018-11-28 00:24:50 +01:00
Christoph Oelckers 6a9696e525 - moved the remaining exports from p_sectors.cpp to vmthunks.cpp 2018-11-28 00:24:50 +01:00
Magnus Norddahl 8860517bbd - pass additional return values as the last args to a direct native call 2018-11-27 20:43:35 +01:00
Magnus Norddahl 3202c86ea7 - use the OP_PARAM and OP_RESULT opcodes to build the function signature 2018-11-27 19:56:39 +01:00
Christoph Oelckers 5e4e9e2c2b Merge branch 'master' into asmjit 2018-11-27 19:53:22 +01:00
Christoph Oelckers 59b4e297c0 - fixed the mapping of additive translucency to color-based translucency.
The destination mode sould be 'One', not 'InvSrcColor'.
Now both of these are available as explicit modes, not just through the optional mapping.
2018-11-27 19:43:10 +01:00
Christoph Oelckers 3d3a00fd0d - fixed: The flat drawer did not check for full brightness before processing dynamic lights. 2018-11-27 17:49:10 +01:00
Magnus Norddahl d5b9b8e57a - fixed missing setRet call for REGT_POINTER return types 2018-11-27 17:10:20 +01:00
Magnus Norddahl 9dbb1d77ce - fix compile error 2018-11-27 17:02:51 +01:00
Magnus Norddahl 73819d45b7 - annotate which function we are calling for better dumpjit info 2018-11-27 17:00:29 +01:00
Magnus Norddahl d195efc431 Merge remote-tracking branch 'origin/master' into asmjit 2018-11-27 15:38:10 +01:00
Magnus Norddahl 5e01a874be - merge the span step code used by both the 8 bit and 32 bit drawers 2018-11-26 17:02:01 +01:00
Magnus Norddahl dbb7df998d - step with SSE 2018-11-26 14:32:56 +01:00
Magnus Norddahl 2db433e68f - only do shade clamps if needed 2018-11-26 12:18:07 +01:00
Magnus Norddahl 8b852ce4d8 - move the jit runtime to its own file 2018-11-26 10:46:09 +01:00
Magnus Norddahl 52b7a77771 - use SSE for the dynlights 2018-11-26 00:49:07 +01:00
Christoph Oelckers 47b1fa774d Merge branch 'asmjit' into weapon_scriptification
# Conflicts:
#	src/gi.cpp
#	wadsrc/static/zscript/base.txt
2018-11-26 00:14:44 +01:00
Christoph Oelckers 90d79865a5 Merge branch 'master' into asmjit 2018-11-25 23:33:23 +01:00
Christoph Oelckers 182d43ae70 - fixed: Any direct native function may not use struct values as parameters, not even something as simple as an FName. 2018-11-25 23:33:15 +01:00
Christoph Oelckers bef5b953b2 - free everything. 2018-11-25 23:33:15 +01:00
Christoph Oelckers 34a1c8e545 - delete JIT data when shutting down. 2018-11-25 23:33:14 +01:00
Magnus Norddahl c164b3c3b0 - fix: float constants got their move instructions inserted after the call instruction 2018-11-25 22:26:38 +01:00
Christoph Oelckers d79ef939e9 - fixed: The serializer must treat object that were already destroyed or are declared transient like a null pointer and not ignore them.
This caused FraggleScript's SpawnedThings array to go out of sync.
2018-11-25 22:13:14 +01:00
Christoph Oelckers 9475bfe4f1 - declare builtins as static. 2018-11-25 21:47:28 +01:00
Christoph Oelckers 176da5de68 - added a direct native variant for A_PlaySound because this function is relatively easy to test. 2018-11-25 18:41:27 +01:00
Magnus Norddahl 61b91f9814 - fix macro expansion error on gcc and clang 2018-11-25 18:37:26 +01:00
Magnus Norddahl d30bf44dcc - use SSE for the normal walls 2018-11-25 17:11:05 +01:00
Christoph Oelckers 2b960aa28f - finished adding direct native functions to vmthunks.cpp. 2018-11-25 16:12:15 +01:00
Magnus Norddahl 53175c49a7 - change DrawSpanOpt32 to render a scanline in multiple steps as the speed is about the same and it will make it easier to use SSE for each of the steps 2018-11-25 15:49:15 +01:00
Christoph Oelckers 03364a8c3e - all sector exports done. 2018-11-25 15:14:48 +01:00
Christoph Oelckers 8e8ee732f4 - another batch of direct native functions. 2018-11-25 14:19:19 +01:00
Christoph Oelckers 6628b34f4a - continued work on adding direct native support. 2018-11-25 13:35:32 +01:00
Christoph Oelckers dc16c1d44e - moved VM thunks from p_sectors.cpp to a separate file and started adding direct native implementations.
For a few larger functions I took them out of sector_t and made them global functions to avoid creating more unnecessary stubs.
2018-11-25 11:34:50 +01:00
Christoph Oelckers a501a22b28 - define the built-in functions defined in codegen.cpp through the regular interface instead uf just hacking them into the symbol table with incompletely set up data.
- added direct native variants to these builtins and fixed problems with builtin processing.
2018-11-25 11:41:29 +01:00
Christoph Oelckers 43d434b071 - removed AStateProvider from native code.
The only place still referencing it was CallStateChain, so this has been made a static function now instead of a class method.
2018-11-25 10:09:06 +01:00
Christoph Oelckers f4789bdefc - fixed handling of dummy flags. 2018-11-25 10:06:00 +01:00
Christoph Oelckers d6b781312c - removed all remaining native components of the weapon class. 2018-11-25 10:00:55 +01:00
Christoph Oelckers 70d3c31551 - allow defining flags in the script declaration of a class and do that for Weapon. 2018-11-25 09:29:12 +01:00
Christoph Oelckers b5c4ab8c47 - removed all direct access to AWeapon's members to prepare moving this class fully to the script side.
Disregarding UI-side and setup-related calls there's unfortunately still 6 places in the native game code which require direct access.
2018-11-25 08:17:37 +01:00
Christoph Oelckers 00a48b09e5 - moved the 'Finalize' methods back into a single function in the parser code.
It has been like this initially but was changed when ZDoom gained an overly complicated polymorphic class descriptor object that required a lot of support code. All these complications have long been removed but these methods remained. Since they prevent a class from being moved to the script side entirely they had to be removed.

This was the last major blocker to make Weapon a purely scripted class, the only remaining native method is Serialize which is of no concern for the coming work.
2018-11-25 08:16:18 +01:00