compile clang with -fno-strict-overflow
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926cfb5cce
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@ -610,9 +610,9 @@ i32 W32_Main(void)
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cmdline_str = StringFromWstrNoLimit(perm, cmdline_wstr);
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i32 argc = 0;
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LPWSTR *argv = CommandLineToArgvW(cmdline_wstr, &argc);
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for (i32 i = 0; i < argc; ++i)
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for (i32 arg_idx = 0; arg_idx < argc; ++arg_idx)
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{
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wchar_t *arg_wstr = argv[i];
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wchar_t *arg_wstr = argv[arg_idx];
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String arg = StringFromWstrNoLimit(perm, arg_wstr);
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PushStringToList(perm, &args_list, arg);
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}
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@ -9,7 +9,6 @@ void G_Bootstrap(void)
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TempArena scratch = BeginScratchNoConflict();
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Arena *perm = PermArena();
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// NOTE: Nsight seems to have trouble attaching when independent devices are enabled
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G_D12.validation_layer_enabled = CommandlineArgFromName(Lit("gpu-debug-validation")).exists;
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G_D12.debug_layer_enabled = G_D12.validation_layer_enabled || CommandlineArgFromName(Lit("gpu-debug")).exists;
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@ -45,6 +44,7 @@ void G_Bootstrap(void)
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//////////////////////////////
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//- Enable independent devices
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// NOTE: Nsight seems to have trouble attaching when independent devices are enabled
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if (!CommandlineArgFromName(Lit("no-d3d12-independent-devices")).exists)
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{
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G_D12.independent_devices_enabled = 1;
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@ -552,6 +552,7 @@ void M_BuildEntryPoint(WaveLaneCtx *lane)
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PushStringToList(perm, &cp.compiler_only_flags_clang, Lit("-std=c99"));
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PushStringToList(perm, &cp.compiler_only_flags_clang, Lit("-fno-finite-loops"));
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PushStringToList(perm, &cp.compiler_only_flags_clang, Lit("-fno-strict-aliasing"));
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PushStringToList(perm, &cp.compiler_only_flags_clang, Lit("-fno-strict-overflow"));
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PushStringToList(perm, &cp.compiler_only_flags_clang, Lit("-msse4.2"));
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// TODO: Export debug info separately for release builds
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@ -3209,7 +3209,7 @@ void P_StepFrame(P_Frame *frame)
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f32 speed_falloff = 0;
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if (weapon->is_uzi)
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{
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initial_speed = TweakFloat("Bullet speed", 100, 1, 100);
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initial_speed = TweakFloat("Bullet speed", 50, 1, 100);
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}
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else if (weapon->is_launcher)
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{
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@ -3350,7 +3350,7 @@ void P_StepFrame(P_Frame *frame)
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Vec2 p1 = p0;
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// Cur pos -> next pos path
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if (!is_first_bullet_tick)
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// if (!is_first_bullet_tick)
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{
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p1 = AddVec2(p0, dir);
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BulletPath *path = PushStruct(scratch.arena, BulletPath);
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@ -2471,23 +2471,6 @@ void V_TickForever(WaveLaneCtx *lane)
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// for (P_Ent *trail = P_FirstEnt(local_frame); !P_IsEntNil(trail); trail = P_NextEnt(trail))
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// {
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// if (trail->is_trail && trail->is_first_observation)
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// {
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// Vec2 p0 = trail->trail_p0;
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// Vec2 p1 = trail->trail_p1;
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// P_DebugDrawLine(p0, p1, Color_Cyan);
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// }
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// }
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// TODO: Not like this
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for (P_Ent *trail = P_FirstEnt(local_frame); !P_IsEntNil(trail); trail = P_NextEnt(trail))
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@ -2533,10 +2516,6 @@ void V_TickForever(WaveLaneCtx *lane)
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//////////////////////////////
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//- Push test impact particles
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@ -2656,7 +2635,7 @@ void V_TickForever(WaveLaneCtx *lane)
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emitter.speed.max = speed + speed_spread * 0.5;
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emitter.angle.min = angle - angle_spread * 0.5;
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emitter.angle.max = angle + angle_spread * 0.5;
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emitter.count = TweakFloat("Emitter count", 8, 0, Kibi(64));
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emitter.count = TweakFloat("Emitter count", 32, 0, Kibi(64));
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V_PushParticles(emitter);
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}
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}
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@ -635,8 +635,8 @@ ComputeShader(V_SimParticlesCS)
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}
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}
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f32 falloff = saturate(lerp(10, 20, rand_falloff) * frame.dt);
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// f32 falloff = saturate(lerp(1, 2, rand_falloff) * frame.dt);
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f32 falloff = saturate(lerp(10, 20, rand_falloff) * frame.dt);
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particle.velocity *= 1.0f - falloff;
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particle.pos = p0 + (p1 - p0) * t;
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