Get rid of Sys_FPU_StackIsEmpty()

Same as with Sys_FPU_GetState().
This commit is contained in:
dhewg 2012-07-05 23:01:39 +02:00 committed by Daniel Gibson
parent 16871256f8
commit 49067a82aa
5 changed files with 0 additions and 36 deletions

View file

@ -2656,10 +2656,6 @@ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
float ratio_x;
float ratio_y;
if ( !sys->FPU_StackIsEmpty() ) {
Error( "idGameLocal::CalcFov: FPU stack not empty" );
}
// first, calculate the vertical fov based on a 640x480 view
x = 640.0f / tan( base_fov / 360.0f * idMath::PI );
y = atan2( 480.0f, x );

View file

@ -561,14 +561,6 @@ void idEvent::ServiceEvents( void ) {
assert( event->object );
event->object->ProcessEventArgPtr( ev, args );
#if 0
// event functions may never leave return values on the FPU stack
// enable this code to check if any event call left values on the FPU stack
if ( !sys->FPU_StackIsEmpty() ) {
gameLocal.Error( "idEvent::ServiceEvents %d: %s left a value on the FPU stack\n", num, ev->GetName() );
}
#endif
// return the event to the free list
event->Free();
@ -661,14 +653,6 @@ void idEvent::ServiceFastEvents() {
assert( event->object );
event->object->ProcessEventArgPtr( ev, args );
#if 0
// event functions may never leave return values on the FPU stack
// enable this code to check if any event call left values on the FPU stack
if ( !sys->FPU_StackIsEmpty() ) {
gameLocal.Error( "idEvent::ServiceEvents %d: %s left a value on the FPU stack\n", num, event->eventdef->GetName() );
}
#endif
// return the event to the free list
event->Free();

View file

@ -2391,10 +2391,6 @@ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
float ratio_x;
float ratio_y;
if ( !sys->FPU_StackIsEmpty() ) {
Error( "idGameLocal::CalcFov: FPU stack not empty" );
}
// first, calculate the vertical fov based on a 640x480 view
x = 640.0f / tan( base_fov / 360.0f * idMath::PI );
y = atan2( 480.0f, x );

View file

@ -528,14 +528,6 @@ void idEvent::ServiceEvents( void ) {
assert( event->object );
event->object->ProcessEventArgPtr( ev, args );
#if 0
// event functions may never leave return values on the FPU stack
// enable this code to check if any event call left values on the FPU stack
if ( !sys->FPU_StackIsEmpty() ) {
gameLocal.Error( "idEvent::ServiceEvents %d: %s left a value on the FPU stack\n", num, ev->GetName() );
}
#endif
// return the event to the free list
event->Free();

View file

@ -133,9 +133,6 @@ unsigned int Sys_Milliseconds( void );
// returns a selection of the CPUID_* flags
int Sys_GetProcessorId( void );
// returns true if the FPU stack is empty
bool Sys_FPU_StackIsEmpty( void );
// sets the FPU precision
void Sys_FPU_SetPrecision();
@ -365,7 +362,6 @@ public:
virtual unsigned int GetMilliseconds( void ) = 0;
virtual int GetProcessorId( void ) = 0;
virtual bool FPU_StackIsEmpty( void ) = 0;
virtual void FPU_SetFTZ( bool enable ) = 0;
virtual void FPU_SetDAZ( bool enable ) = 0;