To follow spec more closely, only set the has_span value if there is a
number immediately following, like "span 2". Otherwise the span value
should be ignored.
Use float instead of int for the GridTrackSize length value as
FlexibleLengths can be "1fr" as well as ".49fr" in grid-track-row
and grid-track-column values.
...`__attribute__((__noreturn__))`
This is more inline with the definition in glibc's version of the file,
and stops clang from complaining about it originally not being declared
as `[[no_return]]`.
With 6 bits of precision, the maximum triangle coordinate we can
handle is sqrt(2^31 / (1 << 6)^2) = ~724. Rendering to a target of
800x600 or higher quickly becomes a mess because of integer overflow.
By reducing the subpixel precision to 4 bits, we support coordinates up
to ~2896, which means that we can (try to) render to target sizes like
2560x1440.
This fixes the main menu backdrop for the Half-Life port. It also
introduces more white pixel artifacts in Quake's water / lava
rendering, but this is a level geometry visualization bug (see
`r_novis`).
There were only two packages making use of this functionality, but it
seems more sensible to have a fixed implementation for the cleaning of
ports - especially now they delete the entire build directory and/or
dist files.
The functionality for `./package.sh clean` was a bit weird: based on
whether you were working in dev mode, it would try to delete either
`$workdir` or `$nongit_workdir` and `*.out` from your `pwd`.
The new functionality is pretty clear: `./package.sh clean` deletes the
entire build directory for the port regardless of what mode you're in,
`./package.sh clean_dist` removes all `$files`, and
`./package.sh clean_all` does both.
We have a high random failure rate on Shell tests, even with two of them
already manually disabled for being flaky. For now, let's skip them in
automated/CI testing so that "real" failures are more obvious.
Two of the tests have early-exits to disable them, which I wanted to
remove, but that makes `Meta/lint-shell-scripts.sh` very cross, so I'll
leave them.
Before this change, we'd always insert one line box fragment, even when
a float was taking up too much space on the line, and the fragment
didn't actually fit.
We now perform line breaks until we have enough space between floats.
This fixes many page layouts where we'd previously see small fragments
of inline content outside the right edge of the containing block.
This was apparently never used by anyone except me, and currently
fails silently.
The script originally allowed easy inspection of potentially missing
resources, but that seems no longer useful. Even after restoring the
script to a working state, I found nothing with it.
A somewhat usable version might be available at
https://github.com/BenWiederhake/serenity/tree/historic/lint-missing-resources.sh
However, there seems to be no interest in the script, so it is better to
remove it.
This was apparently never used by anyone except me, and currently
fails silently.
The script originally allowed easy inspection of the difference between:
1. The list of declared syscalls according to Kernel/API/Syscall.h
2. The list of syscalls implemented by the UserspaceEmulator according
to Userland/DevTools/UserspaceEmulator/Emulator_syscalls.cpp
3. The list of syscalls documented in Base/usr/share/man/man2/.
Here's how the script could have been updated:
SYSCALLS_KERNEL="$(echo 'Kernel syscalls'; echo; \
grep -Eo '^ +S\(.*, NeedsBigProcessLock::' Kernel/API/Syscall.h | \
sed -Ee 's-^ +S\((.+), .*-\1-' | sort)"
SYSCALLS_UE="$(echo 'Implemented in UserspaceEmulator'; echo; \
grep -Eo '^ +case SC_.*:$' \
Userland/DevTools/UserspaceEmulator/Emulator_syscalls.cpp | \
sed -Ee 's,^ +case SC_(.*):$,\1,' | sort)"
SYSCALLS_MAN2="$(echo 'Documented syscalls'; echo; \
find Base/usr/share/man/man2/ ! -type d -printf '%f\n' | \
sed -Ee 's,\.md,,' | sort)"
diff --color=always \
<(echo "${SYSCALLS_KERNEL}") <(echo "${SYSCALLS_UE}")
diff --color=always \
<(echo "${SYSCALLS_KERNEL}") <(echo "${SYSCALLS_MAN2}")
A more readable version might be available at
https://github.com/BenWiederhake/serenity/tree/historic/syscall-linting
However, there seems to be no interest in the script, so it is better to
remove it.
basename from GNU coreutils 8.32 (the default on Debian Bullseye, as
bash 5.2.0 does not include basename as a built-in command) does not
accept multiple arguments. This will cause the command to fail with no
output, and the error code not being propagated for some reason. This
means that the loop never gets executed, and thus the check never
actually does anything. This commit fixes that behavior by calling
'basename' multiple times.
Not visiting the field holding SubtleCrypto in Crypto caused subtle
crashes all over the Value functions, due to accessing SubtleCrypto
after it was garbage collected (and potentially replaced by a new cell).
This meant that the crashes were only appearing in Value::to_boolean,
Value::typeof, etc. Which then held pointer to things that looked like
Shapes, Environments and other non-Object Cells.
To find the actual cause, all pointer used to construct Values were
checked and if a pointer was none of the allowed types, the backtrace
is logged.
Co-authored-by: Luke Wilde <lukew@serenityos.org>
Previously we would constrain the unicode block list to a width of 175,
causing it to stick to the splitter when manually resizing.
This patch allows resizing the list properly while retaining the new
width when resizing the window.
Up until now, we have only dealt with games that pass Q = 1 for their
texture coordinates. PrBoom+, however, relies on proper homogenous
texture coordinates for its relatively complex sky rendering, which
means that we should perform this per-fragment division.
When using vertex attribute pointers, we default the Q coordinate for
textures to 0 causing issues if the 4th coordinate is not passed in the
vertex data.
Clean up these defaults and make sure that Q is always set to `1.f`.
Each texture unit now has its own texture transformation matrix stack.
Introduce a new texture unit configuration that is synced when changed.
Because we're no longer passing a silly `Vector` when drawing each
primitive, this results in a slightly improved frames per second :^)
Looking at how Khronos defines layers:
https://www.khronos.org/opengl/wiki/Array_Texture
We both have 3D textures and layers of 2D textures, which can both be
encoded in our existing `Typed3DBuffer` as depth. Since we support
depth already in the GPU API, remove layer everywhere.
Also pass in `Texture2D::LOG2_MAX_TEXTURE_SIZE` as the maximum number
of mipmap levels, so we do not allocate 999 levels on each Image
instantiation.