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Get rid of Sys_FPU_GetState()
This was only implemented with MSVC style asm. Comments suggest that it was used to help catch invalid FOV calculations, which were probably only happening with ancient compiler bugs.
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3 changed files with 0 additions and 10 deletions
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@ -2657,7 +2657,6 @@ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
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float ratio_y;
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if ( !sys->FPU_StackIsEmpty() ) {
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Printf( sys->FPU_GetState() );
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Error( "idGameLocal::CalcFov: FPU stack not empty" );
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}
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@ -2669,7 +2668,6 @@ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
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// FIXME: somehow, this is happening occasionally
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assert( fov_y > 0 );
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if ( fov_y <= 0 ) {
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Printf( sys->FPU_GetState() );
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Error( "idGameLocal::CalcFov: bad result" );
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}
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@ -2706,7 +2704,6 @@ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
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// FIXME: somehow, this is happening occasionally
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assert( ( fov_x > 0 ) && ( fov_y > 0 ) );
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if ( ( fov_y <= 0 ) || ( fov_x <= 0 ) ) {
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Printf( sys->FPU_GetState() );
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Error( "idGameLocal::CalcFov: bad result" );
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}
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}
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@ -2392,7 +2392,6 @@ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
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float ratio_y;
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if ( !sys->FPU_StackIsEmpty() ) {
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Printf( sys->FPU_GetState() );
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Error( "idGameLocal::CalcFov: FPU stack not empty" );
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}
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@ -2404,7 +2403,6 @@ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
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// FIXME: somehow, this is happening occasionally
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assert( fov_y > 0 );
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if ( fov_y <= 0 ) {
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Printf( sys->FPU_GetState() );
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Error( "idGameLocal::CalcFov: bad result" );
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}
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@ -2441,7 +2439,6 @@ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
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// FIXME: somehow, this is happening occasionally
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assert( ( fov_x > 0 ) && ( fov_y > 0 ) );
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if ( ( fov_y <= 0 ) || ( fov_x <= 0 ) ) {
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Printf( sys->FPU_GetState() );
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Error( "idGameLocal::CalcFov: bad result" );
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}
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}
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@ -136,9 +136,6 @@ int Sys_GetProcessorId( void );
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// returns true if the FPU stack is empty
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bool Sys_FPU_StackIsEmpty( void );
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// returns the FPU state as a string
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const char * Sys_FPU_GetState( void );
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// sets the FPU precision
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void Sys_FPU_SetPrecision();
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@ -368,7 +365,6 @@ public:
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virtual unsigned int GetMilliseconds( void ) = 0;
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virtual int GetProcessorId( void ) = 0;
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virtual const char * FPU_GetState( void ) = 0;
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virtual bool FPU_StackIsEmpty( void ) = 0;
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virtual void FPU_SetFTZ( bool enable ) = 0;
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virtual void FPU_SetDAZ( bool enable ) = 0;
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