mirror of
https://github.com/Q3Rally-Team/q3rally.git
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866aa787cf
Update to ioquake3 revision 3306 from 1951 of the ioq3 Github repo via subversion. Over 4 years of changes.
73 lines
1.9 KiB
C
73 lines
1.9 KiB
C
/*
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===========================================================================
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Copyright (C) 2011 Thilo Schulz <thilo@tjps.eu>
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "qasm-inline.h"
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#include "../qcommon/q_shared.h"
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/*
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* GNU inline asm version of qsnapvector
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* See MASM snapvector.asm for commentary
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*/
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static unsigned char ssemask[16] __attribute__((aligned(16))) =
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{
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"\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\x00\x00\x00\x00"
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};
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void qsnapvectorsse(vec3_t vec)
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{
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__asm__ volatile
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(
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"movaps (%0), %%xmm1\n"
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"movups (%1), %%xmm0\n"
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"movaps %%xmm0, %%xmm2\n"
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"andps %%xmm1, %%xmm0\n"
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"andnps %%xmm2, %%xmm1\n"
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"cvtps2dq %%xmm0, %%xmm0\n"
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"cvtdq2ps %%xmm0, %%xmm0\n"
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"orps %%xmm1, %%xmm0\n"
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"movups %%xmm0, (%1)\n"
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:
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: "r" (ssemask), "r" (vec)
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: "memory", "%xmm0", "%xmm1", "%xmm2"
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);
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}
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#define QROUNDX87(src) \
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"flds " src "\n" \
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"fistpl " src "\n" \
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"fildl " src "\n" \
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"fstps " src "\n"
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void qsnapvectorx87(vec3_t vec)
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{
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__asm__ volatile
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(
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QROUNDX87("(%0)")
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QROUNDX87("4(%0)")
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QROUNDX87("8(%0)")
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:
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: "r" (vec)
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: "memory"
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);
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}
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