gl_shader: fix shader dump line numbering#1922
gl_shader: fix shader dump line numbering#1922illwieckz wants to merge 19 commits intofor-0.56.0/syncfrom
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We should be able to avoid inserting |
Add build support for ppc64le (little-endian, POWER8+) and ppc64 (big-endian, POWER5+) architectures: - CMake architecture detection, compiler flags (-mcpu), and NaCl build defines for ppc64el/ppc64 - NACL_RUNTIME_ARCH allowlist and DAEMON_NACL_RUNTIME_ENABLED define to track whether a NaCl loader exists for the target architecture - vm.nacl.available ROM cvar so the UI can detect NaCl availability - Sys::Error when attempting to launch a NaCl VM on a platform without a NaCl loader, advising to use native DLL mode with devmap
Run x86_64 NaCl loader and amd64 .nexe game modules under Box64 emulation on platforms without native NaCl support. The native engine communicates with the emulated NaCl sandbox processes via architecture-independent Unix domain socket IPC, requiring no changes to game modules. - Add opt-in DAEMON_NACL_BOX64_EMULATION CMake option (OFF by default, Linux only) that remaps NACL_ARCH to amd64 - Replace architecture-specific NaCl dummy defines with a generic fallback for any unsupported architecture - Prepend box64 to NaCl loader args with PATH resolution - Skip bootstrap helper (incompatible with Box64 double-exec) - Disable platform qualification for emulated loader - Add cvars: vm.box64.path, workaround.box64.disableBootstrap, workaround.box64.disableQualification
If for any reason, we fail to find a tag for iqm/md5 code, if the
attachment is uninitialized like in the entity cache code, we will
return NaNs. Fixes this crash for me:
```
tuple=...) at /mnt/media/code/unv-master/daemon/src/common/Util.h:136
at /mnt/media/code/unv-master/daemon/src/common/Util.h:141
```
This is truly unnecessary now that we have versions in the server list. Fixes Unvanquished/Unvanquished#1540
I agree but I don't know how to do otherwise. |
Fixes Unvanquished/Unvanquished#1102. This fixes a bug where the configstring state could be wrong due to `cs` server commands being executed out of order with respect to game state processing. Server commands are only processed when the cgame requests a snapshot, so commands received before the client loads the current map which were sent before the gamestate could be processed after the gamestate. Of course there are other commands besides setting configstrings. In general, processing a command from a previous game seems very likely to be a bad idea and unlikely to be good.
It is a file for internal renderer APIs.
It returns how many entities have been added to the current scene, but there is nothing useful the cgame can do with this number. All the APIs with entity id require adding the entity to the cache to get an id, not to the scene.
Have the client drop the connection in these cases: - A gamestate that decreases the sequence number. This should be impossible because the netchan guarantees that packets can't be reordered, although they may be dropped. - A server command which a sequence number higher than the next one. This should be impossible because the server re-sends all unacknowledged commands together each time. If the number jumped by more than one the client would end up re-executing old garbage from the buffer.
A special case to allow demos to request bad command ranges is not needed. The gamestate generated when starting the demo sets the serverCommandSequence number appropriately, so the demo replay will be able to request the correct range.
It should return a response with the expected number of items.
It could be annoying when following the call hierarchy across the function pointers, if the functions have different name than the function pointers.
When names are looked up in hash tables, the equality testing is done with stricmp; there is no special behavior for backslashes. So it is wrong to treat them specially in the hash function: the hashing and equality functions should go hand-in-hand.
Remove initial slashes or multiple consecutive slashes and convert \ to / when looking up shaders or images. Useful for Smokin' Guns assets.
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- reset line number at GLSL shader start - use custom line number for the GLSL header to avoid line number duplicates - use custom line number for the deform vertex header - reset line count on `#line 0`
#line 0Written to debug: