mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2024-11-24 13:31:18 +00:00
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.
This commit is contained in:
parent
763791ab24
commit
16871256f8
3 changed files with 0 additions and 10 deletions
|
@ -2657,7 +2657,6 @@ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
|
|||
float ratio_y;
|
||||
|
||||
if ( !sys->FPU_StackIsEmpty() ) {
|
||||
Printf( sys->FPU_GetState() );
|
||||
Error( "idGameLocal::CalcFov: FPU stack not empty" );
|
||||
}
|
||||
|
||||
|
@ -2669,7 +2668,6 @@ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
|
|||
// FIXME: somehow, this is happening occasionally
|
||||
assert( fov_y > 0 );
|
||||
if ( fov_y <= 0 ) {
|
||||
Printf( sys->FPU_GetState() );
|
||||
Error( "idGameLocal::CalcFov: bad result" );
|
||||
}
|
||||
|
||||
|
@ -2706,7 +2704,6 @@ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
|
|||
// FIXME: somehow, this is happening occasionally
|
||||
assert( ( fov_x > 0 ) && ( fov_y > 0 ) );
|
||||
if ( ( fov_y <= 0 ) || ( fov_x <= 0 ) ) {
|
||||
Printf( sys->FPU_GetState() );
|
||||
Error( "idGameLocal::CalcFov: bad result" );
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2392,7 +2392,6 @@ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
|
|||
float ratio_y;
|
||||
|
||||
if ( !sys->FPU_StackIsEmpty() ) {
|
||||
Printf( sys->FPU_GetState() );
|
||||
Error( "idGameLocal::CalcFov: FPU stack not empty" );
|
||||
}
|
||||
|
||||
|
@ -2404,7 +2403,6 @@ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
|
|||
// FIXME: somehow, this is happening occasionally
|
||||
assert( fov_y > 0 );
|
||||
if ( fov_y <= 0 ) {
|
||||
Printf( sys->FPU_GetState() );
|
||||
Error( "idGameLocal::CalcFov: bad result" );
|
||||
}
|
||||
|
||||
|
@ -2441,7 +2439,6 @@ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
|
|||
// FIXME: somehow, this is happening occasionally
|
||||
assert( ( fov_x > 0 ) && ( fov_y > 0 ) );
|
||||
if ( ( fov_y <= 0 ) || ( fov_x <= 0 ) ) {
|
||||
Printf( sys->FPU_GetState() );
|
||||
Error( "idGameLocal::CalcFov: bad result" );
|
||||
}
|
||||
}
|
||||
|
|
|
@ -136,9 +136,6 @@ int Sys_GetProcessorId( void );
|
|||
// returns true if the FPU stack is empty
|
||||
bool Sys_FPU_StackIsEmpty( void );
|
||||
|
||||
// returns the FPU state as a string
|
||||
const char * Sys_FPU_GetState( void );
|
||||
|
||||
// sets the FPU precision
|
||||
void Sys_FPU_SetPrecision();
|
||||
|
||||
|
@ -368,7 +365,6 @@ public:
|
|||
|
||||
virtual unsigned int GetMilliseconds( void ) = 0;
|
||||
virtual int GetProcessorId( void ) = 0;
|
||||
virtual const char * FPU_GetState( void ) = 0;
|
||||
virtual bool FPU_StackIsEmpty( void ) = 0;
|
||||
virtual void FPU_SetFTZ( bool enable ) = 0;
|
||||
virtual void FPU_SetDAZ( bool enable ) = 0;
|
||||
|
|
Loading…
Reference in a new issue