2006-02-24 04:48:15 +00:00
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<?xml version="1.0" encoding="Windows-1252"?>
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<VisualStudioProject
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ProjectType="Visual C++"
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2010-10-06 10:44:03 +00:00
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Version="8,00"
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2006-06-20 20:30:39 +00:00
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Name="zdoom"
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2006-05-23 04:25:49 +00:00
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ProjectGUID="{8049475B-5C87-46F9-9358-635218A4EF18}"
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2006-02-24 04:48:15 +00:00
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RootNamespace=" zdoom"
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2006-05-23 04:25:49 +00:00
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>
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2006-02-24 04:48:15 +00:00
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<Platforms>
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<Platform
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2006-05-23 04:25:49 +00:00
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Name="Win32"
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/>
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<Platform
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Name="x64"
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/>
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2006-02-24 04:48:15 +00:00
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</Platforms>
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2006-05-23 04:25:49 +00:00
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<ToolFiles>
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</ToolFiles>
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2006-02-24 04:48:15 +00:00
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<Configurations>
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<Configuration
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Name="Release|Win32"
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OutputDirectory=".\Release"
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IntermediateDirectory=".\Release"
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ConfigurationType="1"
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2006-05-23 04:25:49 +00:00
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InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
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2006-02-24 04:48:15 +00:00
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UseOfMFC="0"
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2006-05-23 04:25:49 +00:00
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ATLMinimizesCRunTimeLibraryUsage="false"
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>
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<Tool
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Name="VCPreBuildEventTool"
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2006-11-23 02:16:43 +00:00
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Description="Checking svnrevision.h..."
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CommandLine=""$(OutDir)\updaterevision.exe" src src/svnrevision.h"
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2006-05-23 04:25:49 +00:00
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/>
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<Tool
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Name="VCCustomBuildTool"
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/>
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<Tool
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Name="VCXMLDataGeneratorTool"
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/>
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<Tool
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Name="VCWebServiceProxyGeneratorTool"
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/>
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<Tool
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Name="VCMIDLTool"
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PreprocessorDefinitions="NDEBUG"
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MkTypLibCompatible="true"
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SuppressStartupBanner="true"
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TargetEnvironment="1"
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TypeLibraryName=".\Release/zdoom.tlb"
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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Name="VCCLCompilerTool"
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Optimization="3"
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InlineFunctionExpansion="2"
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2006-05-23 04:25:49 +00:00
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EnableIntrinsicFunctions="true"
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2006-02-24 04:48:15 +00:00
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FavorSizeOrSpeed="1"
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2006-05-23 04:25:49 +00:00
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OmitFramePointers="true"
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2008-06-22 09:13:19 +00:00
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WholeProgramOptimization="false"
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2010-08-19 16:49:43 +00:00
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AdditionalIncludeDirectories="src\win32;src\sound;src;zlib;src\g_shared;src\g_doom;src\g_raven;src\g_heretic;src\g_hexen;src\g_strife;"jpeg-6b";"game-music-emu\gme";gdtoa;bzip2;lzma\C"
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PreprocessorDefinitions="NDEBUG,WIN32,_WIN32,_WINDOWS,HAVE_STRUPR,HAVE_FILELENGTH;NO_VA_COPY,BACKPATCH,HAVE_FLUIDSYNTH,DYN_FLUIDSYNTH"
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2006-05-23 04:25:49 +00:00
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StringPooling="true"
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2008-06-22 09:13:19 +00:00
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ExceptionHandling="1"
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2006-02-24 04:48:15 +00:00
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RuntimeLibrary="0"
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2006-05-24 15:31:21 +00:00
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EnableFunctionLevelLinking="true"
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2006-05-23 04:25:49 +00:00
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ForceConformanceInForLoopScope="true"
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2006-05-24 15:31:21 +00:00
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RuntimeTypeInfo="false"
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2006-02-24 04:48:15 +00:00
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UsePrecompiledHeader="0"
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PrecompiledHeaderFile=""
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AssemblerOutput="0"
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AssemblerListingLocation=".\Release/"
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ObjectFile=".\Release/"
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ProgramDataBaseFileName=".\Release/"
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WarningLevel="3"
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2006-05-23 04:25:49 +00:00
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SuppressStartupBanner="true"
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DebugInformationFormat="1"
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2006-02-24 04:48:15 +00:00
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CallingConvention="1"
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2006-05-23 04:25:49 +00:00
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CompileAs="0"
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DisableSpecificWarnings="4996"
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/>
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<Tool
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Name="VCManagedResourceCompilerTool"
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/>
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<Tool
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Name="VCResourceCompilerTool"
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PreprocessorDefinitions="NDEBUG"
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Culture="1033"
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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2006-05-23 04:25:49 +00:00
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Name="VCPreLinkEventTool"
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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Name="VCLinkerTool"
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AdditionalOptions="/MACHINE:I386"
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2009-06-21 02:08:50 +00:00
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AdditionalDependencies="gdi32.lib user32.lib comctl32.lib shell32.lib advapi32.lib comdlg32.lib ole32.lib dxguid.lib dsound.lib dinput8.lib strmiids.lib wsock32.lib winmm.lib fmodex_vc.lib setupapi.lib ws2_32.lib oleaut32.lib"
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2006-02-24 04:48:15 +00:00
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ShowProgress="0"
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OutputFile="../zdoom.exe"
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LinkIncremental="1"
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2006-05-23 04:25:49 +00:00
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SuppressStartupBanner="true"
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2006-02-24 04:48:15 +00:00
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IgnoreDefaultLibraryNames=""
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2009-03-26 02:33:37 +00:00
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DelayLoadDLLs="fmodex.dll"
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2006-05-23 04:25:49 +00:00
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GenerateDebugInformation="true"
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2006-02-24 04:48:15 +00:00
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ProgramDatabaseFile="..\zdoom.pdb"
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StripPrivateSymbols=""
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2006-05-23 04:25:49 +00:00
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GenerateMapFile="true"
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2006-02-24 04:48:15 +00:00
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MapFileName=".\Release/zdoom.map"
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2006-05-23 04:25:49 +00:00
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MapExports="true"
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2006-02-24 04:48:15 +00:00
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SubSystem="2"
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StackReserveSize="0"
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TerminalServerAware="2"
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OptimizeReferences="2"
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2006-05-23 04:25:49 +00:00
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EnableCOMDATFolding="2"
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2008-06-22 09:13:19 +00:00
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LinkTimeCodeGeneration="0"
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2006-08-02 04:57:36 +00:00
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SetChecksum="true"
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2006-05-23 04:25:49 +00:00
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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2006-05-23 04:25:49 +00:00
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Name="VCALinkTool"
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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2006-05-23 04:25:49 +00:00
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Name="VCManifestTool"
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SuppressStartupBanner="true"
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AssemblyIdentity=""
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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2006-05-23 04:25:49 +00:00
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Name="VCXDCMakeTool"
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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2006-05-23 04:25:49 +00:00
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Name="VCBscMakeTool"
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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2006-05-23 04:25:49 +00:00
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Name="VCFxCopTool"
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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2006-05-23 04:25:49 +00:00
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Name="VCAppVerifierTool"
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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2006-05-23 04:25:49 +00:00
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Name="VCWebDeploymentTool"
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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2006-05-23 04:25:49 +00:00
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Name="VCPostBuildEventTool"
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/>
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2006-02-24 04:48:15 +00:00
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</Configuration>
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<Configuration
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2010-10-06 10:44:03 +00:00
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Name="Debug|Win32"
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OutputDirectory=".\Debug"
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IntermediateDirectory=".\Debug"
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2006-02-24 04:48:15 +00:00
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ConfigurationType="1"
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2006-05-23 04:25:49 +00:00
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InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
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2006-02-24 04:48:15 +00:00
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UseOfMFC="0"
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2006-05-23 04:25:49 +00:00
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ATLMinimizesCRunTimeLibraryUsage="false"
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>
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<Tool
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Name="VCPreBuildEventTool"
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2010-10-06 10:44:03 +00:00
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|
|
Description="Checking svnrevision.h..."
|
2006-06-20 20:30:39 +00:00
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|
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CommandLine="$(OutDir)\updaterevision.exe src src/svnrevision.h"
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2006-05-23 04:25:49 +00:00
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/>
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<Tool
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Name="VCCustomBuildTool"
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/>
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<Tool
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Name="VCXMLDataGeneratorTool"
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/>
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<Tool
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Name="VCWebServiceProxyGeneratorTool"
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/>
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<Tool
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Name="VCMIDLTool"
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2010-10-06 10:44:03 +00:00
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PreprocessorDefinitions="_DEBUG"
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2006-05-23 04:25:49 +00:00
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MkTypLibCompatible="true"
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SuppressStartupBanner="true"
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2010-10-06 10:44:03 +00:00
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TargetEnvironment="1"
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TypeLibraryName=".\Debug/zdoom.tlb"
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2006-05-23 04:25:49 +00:00
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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Name="VCCLCompilerTool"
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2010-10-06 10:44:03 +00:00
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Optimization="0"
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AdditionalIncludeDirectories="src\win32;src\sound;src;zlib;src\g_shared;src\g_doom;src\g_raven;src\g_heretic;src\g_hexen;src\g_strife;"jpeg-6b";"game-music-emu\gme";gdtoa;bzip2;lzma\C"
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PreprocessorDefinitions="WIN32,_DEBUG,_WIN32,_WINDOWS,_CRTDBG_MAP_ALLOC,HAVE_STRUPR,HAVE_FILELENGTH;NO_VA_COPY,BACKPATCH,HAVE_FLUIDSYNTH,DYN_FLUIDSYNTH"
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MinimalRebuild="true"
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RuntimeLibrary="1"
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EnableFunctionLevelLinking="true"
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2006-05-23 04:25:49 +00:00
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ForceConformanceInForLoopScope="true"
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2006-02-24 04:48:15 +00:00
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PrecompiledHeaderFile=""
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2010-10-06 10:44:03 +00:00
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AssemblerListingLocation=".\Debug/"
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ObjectFile=".\Debug/"
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ProgramDataBaseFileName=".\Debug/"
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2006-02-24 04:48:15 +00:00
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WarningLevel="3"
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2006-05-23 04:25:49 +00:00
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SuppressStartupBanner="true"
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2010-10-06 10:44:03 +00:00
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Detect64BitPortabilityProblems="true"
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DebugInformationFormat="4"
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2006-05-23 04:25:49 +00:00
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CompileAs="0"
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DisableSpecificWarnings="4996"
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2010-10-06 10:44:03 +00:00
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ForcedIncludeFiles=""
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2006-05-23 04:25:49 +00:00
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/>
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<Tool
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Name="VCManagedResourceCompilerTool"
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/>
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<Tool
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Name="VCResourceCompilerTool"
|
2010-10-06 10:44:03 +00:00
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PreprocessorDefinitions="_DEBUG"
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2006-05-23 04:25:49 +00:00
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Culture="1033"
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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2006-05-23 04:25:49 +00:00
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Name="VCPreLinkEventTool"
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/>
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2006-02-24 04:48:15 +00:00
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<Tool
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Name="VCLinkerTool"
|
2010-10-06 10:44:03 +00:00
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AdditionalOptions="/MACHINE:I386"
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AdditionalDependencies="gdi32.lib user32.lib comctl32.lib shell32.lib advapi32.lib comdlg32.lib ole32.lib dxguid.lib dsound.lib dinput8.lib strmiids.lib wsock32.lib winmm.lib setupapi.lib ws2_32.lib oleaut32.lib fmodex_vc.lib"
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OutputFile="../zdoomd.exe"
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LinkIncremental="2"
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2006-05-23 04:25:49 +00:00
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SuppressStartupBanner="true"
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2010-10-06 10:44:03 +00:00
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AdditionalLibraryDirectories=""
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IgnoreDefaultLibraryNames="libcmt;msvcrtd;msvcrt"
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DelayLoadDLLs="fmodex.dll"
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2006-05-23 04:25:49 +00:00
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GenerateDebugInformation="true"
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2010-10-06 10:44:03 +00:00
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ProgramDatabaseFile=".\Debug/zdoomd.pdb"
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2006-02-24 04:48:15 +00:00
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SubSystem="2"
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StackReserveSize="0"
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TerminalServerAware="2"
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2010-10-06 10:44:03 +00:00
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SetChecksum="false"
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TargetMachine="0"
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2006-05-23 04:25:49 +00:00
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/>
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<Tool
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Name="VCALinkTool"
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/>
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<Tool
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Name="VCManifestTool"
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/>
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<Tool
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Name="VCXDCMakeTool"
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/>
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<Tool
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Name="VCBscMakeTool"
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/>
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<Tool
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Name="VCFxCopTool"
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/>
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<Tool
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Name="VCAppVerifierTool"
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/>
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<Tool
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Name="VCWebDeploymentTool"
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/>
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<Tool
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Name="VCPostBuildEventTool"
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/>
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</Configuration>
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<Configuration
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2010-10-06 10:44:03 +00:00
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Name="Release|x64"
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OutputDirectory="$(PlatformName)\$(ConfigurationName)"
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IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
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2006-05-23 04:25:49 +00:00
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ConfigurationType="1"
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InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
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UseOfMFC="0"
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ATLMinimizesCRunTimeLibraryUsage="false"
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2010-10-06 10:44:03 +00:00
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CharacterSet="2"
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2006-05-23 04:25:49 +00:00
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>
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<Tool
|
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Name="VCPreBuildEventTool"
|
2006-06-20 20:30:39 +00:00
|
|
|
CommandLine="$(OutDir)\updaterevision.exe src src/svnrevision.h"
|
2006-05-23 04:25:49 +00:00
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/>
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<Tool
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Name="VCCustomBuildTool"
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/>
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<Tool
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Name="VCXMLDataGeneratorTool"
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/>
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<Tool
|
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Name="VCWebServiceProxyGeneratorTool"
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/>
|
2006-02-24 04:48:15 +00:00
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<Tool
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Name="VCMIDLTool"
|
2010-10-06 10:44:03 +00:00
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PreprocessorDefinitions="NDEBUG"
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2006-05-23 04:25:49 +00:00
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MkTypLibCompatible="true"
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SuppressStartupBanner="true"
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2010-10-06 10:44:03 +00:00
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TargetEnvironment="3"
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TypeLibraryName=".\Release/zdoom.tlb"
|
2006-05-23 04:25:49 +00:00
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/>
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<Tool
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Name="VCCLCompilerTool"
|
2010-10-06 10:44:03 +00:00
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Optimization="3"
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InlineFunctionExpansion="2"
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EnableIntrinsicFunctions="true"
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FavorSizeOrSpeed="1"
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OmitFramePointers="true"
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AdditionalIncludeDirectories="src\win32;src\sound;src;zlib;src\g_shared;src\g_doom;src\g_raven;src\g_heretic;src\g_hexen;src\g_strife;"jpeg-6b";game-music-emu\gme;gdtoa;bzip2;lzma\C"
|
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PreprocessorDefinitions="NDEBUG,WIN32,_WIN32,_WINDOWS,HAVE_STRUPR,HAVE_FILELENGTH;NO_VA_COPY"
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StringPooling="true"
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RuntimeLibrary="0"
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EnableFunctionLevelLinking="false"
|
2006-05-23 04:25:49 +00:00
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2006-05-23 04:25:49 +00:00
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2009-02-03 19:11:43 +00:00
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Name="VCCLCompilerTool"
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EnableEnhancedInstructionSet="2"
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Name="VCCLCompilerTool"
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2008-03-18 18:18:18 +00:00
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EnableEnhancedInstructionSet="2"
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2009-01-04 15:00:29 +00:00
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RelativePath=".\src\p_3dfloors.cpp"
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2008-03-18 18:18:18 +00:00
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2006-02-24 04:48:15 +00:00
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2008-03-18 18:18:18 +00:00
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2006-02-24 04:48:15 +00:00
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2008-03-18 18:18:18 +00:00
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2006-02-24 04:48:15 +00:00
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2008-03-18 18:18:18 +00:00
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RelativePath=".\src\p_enemy.cpp"
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2006-05-23 04:25:49 +00:00
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2008-03-18 18:18:18 +00:00
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2006-02-24 04:48:15 +00:00
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2010-08-27 15:20:05 +00:00
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RelativePath=".\src\p_glnodes.cpp"
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2006-02-24 04:48:15 +00:00
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2008-03-18 18:18:18 +00:00
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RelativePath=".\src\p_interaction.cpp"
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2006-05-23 04:25:49 +00:00
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2008-03-18 18:18:18 +00:00
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2006-02-24 04:48:15 +00:00
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2008-03-20 21:12:03 +00:00
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RelativePath=".\src\p_linkedsectors.cpp"
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2006-02-24 04:48:15 +00:00
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2008-03-18 18:18:18 +00:00
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RelativePath=".\src\p_lnspec.cpp"
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2006-05-23 04:25:49 +00:00
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2006-02-24 04:48:15 +00:00
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2008-03-18 18:18:18 +00:00
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2006-05-23 04:25:49 +00:00
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RelativePath=".\src\p_maputl.cpp"
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2006-02-24 04:48:15 +00:00
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2008-03-18 18:18:18 +00:00
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RelativePath=".\src\p_mobj.cpp"
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2006-05-23 04:25:49 +00:00
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2006-02-24 04:48:15 +00:00
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2008-03-18 18:18:18 +00:00
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RelativePath=".\src\p_pillar.cpp"
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2006-05-23 04:25:49 +00:00
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RelativePath=".\src\p_plats.cpp"
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2008-03-18 18:18:18 +00:00
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2006-05-23 04:25:49 +00:00
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2006-02-24 04:48:15 +00:00
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2008-03-18 18:18:18 +00:00
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RelativePath=".\src\p_setup.cpp"
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2006-05-23 04:25:49 +00:00
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2008-03-18 18:18:18 +00:00
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2006-02-24 04:48:15 +00:00
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2008-05-02 16:59:38 +00:00
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RelativePath=".\src\p_slopes.cpp"
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</File>
|
- Added some hackery at the start of MouseRead_Win32() that prevents it from
yanking the mouse around if they keys haven't been read yet to combat the
same situation that causes the keyboard to return DIERR_NOTACQUIRED in
KeyRead(): The window is sort of in focus and sort of not. User.dll
considers it to be focused and it's drawn as such, but another focused
window is on top of it, and DirectInput doesn't see it as focused.
- Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it
handles DIERR_INPUTLOST errors. This can happen if our window had the
focus stolen away from it before we tried to acquire the keyboard in
DI_Init2(). Strangely, MouseRead_DI() already did this.
- When a stack overflow occurs, report.txt now only includes the first and
last 16KB of the stack to make it more manageable.
- Limited StreamEditBinary() to the first 64KB of the file to keep it from
taking too long on large dumps.
- And now I know why gathering crash information in the same process that
crashed can be bad: Stack overflows. You get one spare page to play with
when the stack overflows. MiniDumpWriteDump() needs more than that and
causes an access violation when it runs out of leftover stack, silently
terminating the application. Windows XP x64 offers SetThreadStackGuarantee()
to increase this, but that isn't available on anything older, including
32-bit XP. To get around this, a new thread is created to write the mini
dump when the stack overflows.
- Changed A_Burnination() to be closer to Strife's.
- Fixed: When playing back demos, DoAddBot() can be called without an
associated call to SpawnBot(). So if the bot can't spawn, botnum can
go negative, which will cause problems later in DCajunMaster::Main()
when it sees that wanted_botnum (0) is higher than botnum (-1).
- Fixed: Stopping demo recording in multiplayer games should not abruptly
drop the recorder out of the game without notifying the other players.
In fact, there's no reason why it should drop them out of multiplayer at
all.
- Fixed: Earthquakes were unreliable in multiplayer games because
P_PredictPlayer() did not preserve the player's xviewshift.
- Fixed: PlayerIsGone() needs to stop any scripts that belong to the player
who left, in addition to executing disconnect scripts.
- Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo
in case the player left but somebody still has a reference to their actor.
- Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior
and set Buffer to NULL.
- Improved feedback for network game initialization with the console ticker.
- Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source
directory. They are identical, so keeping two copies of them is bad.
- Fixed: (At least with Creative's driver's,) EAX settings are global and not
per-application. So if you play a multiplayer ZDoom game on one computer
(or even another EAX-using application), ZDoom needs to restore the
environment when it regains focus.
- Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently,
PacketGet can receive ECONNRESET from nodes that aren't in the game. It
should be safe to just ignore these packets.
- Fixed: PlayerIsGone() should set the gone player's camera to NULL in case
the player who left was player 0. This is because if a remaining player
receives a "recoverable" error, they will become player 0. Once that happens,
they game will try to update sounds through their camera and crash in
FMODSoundRenderer::UpdateListener() because the zones array is now NULL.
G_NewInit() should also clear all the player structures.
SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
|
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|
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|
2008-03-18 18:18:18 +00:00
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|
RelativePath=".\src\p_spec.cpp"
|
2006-05-23 04:25:49 +00:00
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>
|
2008-03-18 18:18:18 +00:00
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|
|
</File>
|
2008-09-22 18:55:29 +00:00
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|
RelativePath=".\src\p_states.cpp"
|
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>
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|
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|
2008-03-18 18:18:18 +00:00
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|
RelativePath=".\src\p_switch.cpp"
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>
|
2006-02-24 04:48:15 +00:00
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|
</File>
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<File
|
2008-03-18 18:18:18 +00:00
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|
RelativePath=".\src\p_teleport.cpp"
|
2006-05-23 04:25:49 +00:00
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>
|
2008-03-18 18:18:18 +00:00
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|
</File>
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<File
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</File>
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
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</Filter>
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</File>
|
2009-02-05 02:55:28 +00:00
|
|
|
<File
|
|
|
|
RelativePath=".\src\compatibility.h"
|
|
|
|
>
|
|
|
|
</File>
|
2006-02-24 04:48:15 +00:00
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\configfile.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
2006-05-10 02:40:43 +00:00
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\d_dehacked.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-05-10 02:40:43 +00:00
|
|
|
</File>
|
2006-02-24 04:48:15 +00:00
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\d_dehackedactions.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
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<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\d_event.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
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|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\d_gui.h"
|
2006-05-23 04:25:49 +00:00
|
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|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
|
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|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\d_main.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
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|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\d_net.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
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|
|
</File>
|
|
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|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\d_netinf.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\d_player.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
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|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\d_protocol.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\d_ticcmd.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
2006-11-19 02:10:25 +00:00
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\decallib.h"
|
2006-11-19 02:10:25 +00:00
|
|
|
>
|
|
|
|
</File>
|
2007-12-20 04:36:43 +00:00
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\dobject.h"
|
2007-12-20 04:36:43 +00:00
|
|
|
>
|
|
|
|
</File>
|
2008-01-01 03:07:05 +00:00
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\dobjtype.h"
|
2008-01-01 03:07:05 +00:00
|
|
|
>
|
|
|
|
</File>
|
2006-11-19 02:10:25 +00:00
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\doomdata.h"
|
2006-11-19 02:10:25 +00:00
|
|
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>
|
|
|
|
</File>
|
2006-02-24 04:48:15 +00:00
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\doomdef.h"
|
2006-05-23 04:25:49 +00:00
|
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>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\doomerrors.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\doomstat.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
2006-04-11 16:27:41 +00:00
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\doomtype.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-04-11 16:27:41 +00:00
|
|
|
</File>
|
2006-02-24 04:48:15 +00:00
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\dsectoreffect.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\dthinker.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\f_finale.h"
|
|
|
|
>
|
|
|
|
</File>
|
|
|
|
<File
|
|
|
|
RelativePath=".\src\f_wipe.h"
|
|
|
|
>
|
|
|
|
</File>
|
|
|
|
<File
|
|
|
|
RelativePath=".\src\farchive.h"
|
|
|
|
>
|
|
|
|
</File>
|
|
|
|
<File
|
|
|
|
RelativePath=".\src\files.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\g_game.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\g_hub.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\g_level.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\gameconfigfile.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
2009-03-22 11:37:56 +00:00
|
|
|
<File
|
|
|
|
RelativePath=".\src\gametype.h"
|
|
|
|
>
|
|
|
|
</File>
|
2006-02-24 04:48:15 +00:00
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\gccinlines.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\gi.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\gstrings.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\hu_stuff.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
Note: I have not tried compiling these recent changes under Linux. I wouldn't
be surprised if it doesn't work.
- Reorganized the network startup loops so now they are event driven. There is
a single function that gets called to drive it, and it uses callbacks to
perform the different stages of the synchronization. This lets me have a nice,
responsive abort button instead of the previous unannounced hit-escape-to-
abort behavior, and I think the rearranged code is slightly easier to
understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
releasing a DirectDraw or Direct3D interface, the DWM can still use the
last image drawn using them when it composites the window. It doesn't always
do it but it does often enough that it is a real problem. At this point, I
don't know if it's a problem with the release version of Vista or not.
After messing around, I discovered the problem was caused by ~Win32Video()
hiding the window and then having it immediately shown soon after. The DWM
kept an image of the window to do the transition effect with, and then when
it didn't get a chance to do the transition, it didn't properly forget about
its saved image and kept plastering it on top of everything else
underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
sound if initialization failed, so this only applies when snd_output is set
to "alternate" which now also falls back to no sound. In addition, it wasn't
working right, and I didn't feel like fixing it for the probably 0% of users
it affected.
- Fixed: The edit control used for logging output added text in reverse order
on Win9x.
- Went back to the roots and made graphics initialization one of the last
things to happen during setup. Now the startup text is visible again. More
importantly, the main window is no longer created invisible, which seems
to cause trouble with it not always appearing in the taskbar. The fatal
error dialog is now also embedded in the main window instead of being a
separate modal dialog, so you can play with the log window to see any
problems that might be reported there.
Rather than completely restoring the original startup order, I tried to
keep things as close to the way they were with early graphics startup. In
particular, V_Init() now creates a dummy screen so that things that need
screen dimensions can get them. It gets replaced by the real screen later
in I_InitGraphics(). Will need to check this under Linux to make sure it
didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
- I_StartModeIterator()
- I_NextMode()
- I_DisplayType()
I_FullscreenChanged() was also removed, and a new fullscreen parameter
was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
initialized post-1.22.
SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\i_cd.h"
|
Note: I have not tried compiling these recent changes under Linux. I wouldn't
be surprised if it doesn't work.
- Reorganized the network startup loops so now they are event driven. There is
a single function that gets called to drive it, and it uses callbacks to
perform the different stages of the synchronization. This lets me have a nice,
responsive abort button instead of the previous unannounced hit-escape-to-
abort behavior, and I think the rearranged code is slightly easier to
understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
releasing a DirectDraw or Direct3D interface, the DWM can still use the
last image drawn using them when it composites the window. It doesn't always
do it but it does often enough that it is a real problem. At this point, I
don't know if it's a problem with the release version of Vista or not.
After messing around, I discovered the problem was caused by ~Win32Video()
hiding the window and then having it immediately shown soon after. The DWM
kept an image of the window to do the transition effect with, and then when
it didn't get a chance to do the transition, it didn't properly forget about
its saved image and kept plastering it on top of everything else
underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
sound if initialization failed, so this only applies when snd_output is set
to "alternate" which now also falls back to no sound. In addition, it wasn't
working right, and I didn't feel like fixing it for the probably 0% of users
it affected.
- Fixed: The edit control used for logging output added text in reverse order
on Win9x.
- Went back to the roots and made graphics initialization one of the last
things to happen during setup. Now the startup text is visible again. More
importantly, the main window is no longer created invisible, which seems
to cause trouble with it not always appearing in the taskbar. The fatal
error dialog is now also embedded in the main window instead of being a
separate modal dialog, so you can play with the log window to see any
problems that might be reported there.
Rather than completely restoring the original startup order, I tried to
keep things as close to the way they were with early graphics startup. In
particular, V_Init() now creates a dummy screen so that things that need
screen dimensions can get them. It gets replaced by the real screen later
in I_InitGraphics(). Will need to check this under Linux to make sure it
didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
- I_StartModeIterator()
- I_NextMode()
- I_DisplayType()
I_FullscreenChanged() was also removed, and a new fullscreen parameter
was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
initialized post-1.22.
SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
|
|
|
>
|
|
|
|
</File>
|
2006-02-24 04:48:15 +00:00
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\i_movie.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\i_net.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
2006-08-02 04:57:36 +00:00
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\i_video.h"
|
2006-08-02 04:57:36 +00:00
|
|
|
>
|
|
|
|
</File>
|
2006-02-24 04:48:15 +00:00
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\Info.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
2006-12-25 13:43:11 +00:00
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\lists.h"
|
2006-12-25 13:43:11 +00:00
|
|
|
>
|
|
|
|
</File>
|
2006-02-24 04:48:15 +00:00
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\lumpconfigfile.h"
|
|
|
|
>
|
|
|
|
</File>
|
|
|
|
<File
|
|
|
|
RelativePath=".\src\m_alloc.h"
|
|
|
|
>
|
|
|
|
</File>
|
|
|
|
<File
|
|
|
|
RelativePath=".\src\m_argv.h"
|
|
|
|
>
|
|
|
|
</File>
|
|
|
|
<File
|
|
|
|
RelativePath=".\src\m_bbox.h"
|
|
|
|
>
|
|
|
|
</File>
|
|
|
|
<File
|
|
|
|
RelativePath=".\src\m_cheat.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\m_crc32.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\m_fixed.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
2009-07-11 01:40:01 +00:00
|
|
|
<File
|
|
|
|
RelativePath=".\src\m_joy.h"
|
|
|
|
>
|
|
|
|
</File>
|
2006-02-24 04:48:15 +00:00
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\m_menu.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\m_misc.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\m_png.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\m_random.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\m_swap.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
2009-02-05 02:55:28 +00:00
|
|
|
<File
|
|
|
|
RelativePath=".\src\md5.h"
|
|
|
|
>
|
|
|
|
</File>
|
2011-01-02 18:02:27 +00:00
|
|
|
<File
|
|
|
|
RelativePath=".\src\memarena.h"
|
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>
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</File>
|
2006-02-24 04:48:15 +00:00
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<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\mscinlines.h"
|
2006-05-23 04:25:49 +00:00
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>
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2006-02-24 04:48:15 +00:00
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|
</File>
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<File
|
2008-03-18 18:18:18 +00:00
|
|
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RelativePath=".\src\mus2midi.h"
|
2006-05-23 04:25:49 +00:00
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>
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2006-02-24 04:48:15 +00:00
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</File>
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\name.h"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
|
|
|
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|
2006-02-24 04:48:15 +00:00
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<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\namedef.h"
|
2006-05-23 04:25:49 +00:00
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>
|
2006-02-24 04:48:15 +00:00
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|
|
</File>
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<File
|
2008-03-18 18:18:18 +00:00
|
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|
RelativePath=".\src\nodebuild.h"
|
2006-05-23 04:25:49 +00:00
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>
|
2006-02-24 04:48:15 +00:00
|
|
|
</File>
|
2009-01-04 15:00:29 +00:00
|
|
|
<File
|
|
|
|
RelativePath=".\src\p_3dfloors.h"
|
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>
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|
|
</File>
|
2006-10-20 04:04:04 +00:00
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<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\p_3dmidtex.h"
|
2006-10-20 04:04:04 +00:00
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>
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|
</File>
|
2006-08-17 09:54:42 +00:00
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<File
|
2008-03-18 18:18:18 +00:00
|
|
|
RelativePath=".\src\p_acs.h"
|
2006-08-17 09:54:42 +00:00
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>
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|
</File>
|
2006-02-24 04:48:15 +00:00
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<File
|
2008-03-18 18:18:18 +00:00
|
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|
RelativePath=".\src\p_conversation.h"
|
2006-05-23 04:25:49 +00:00
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>
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2006-02-24 04:48:15 +00:00
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|
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2008-03-18 18:18:18 +00:00
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RelativePath=".\src\p_effect.h"
|
2006-05-23 04:25:49 +00:00
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>
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2006-02-24 04:48:15 +00:00
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2008-03-18 18:18:18 +00:00
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RelativePath=".\src\p_enemy.h"
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2006-05-23 04:25:49 +00:00
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2006-12-25 13:43:11 +00:00
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|
2008-03-18 18:18:18 +00:00
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RelativePath=".\src\p_lnspec.h"
|
2006-12-25 13:43:11 +00:00
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2006-02-24 04:48:15 +00:00
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RelativePath=".\src\p_local.h"
|
2006-05-23 04:25:49 +00:00
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RelativePath=".\src\p_saveg.h"
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2006-05-23 04:25:49 +00:00
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>
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|
2007-10-29 22:15:46 +00:00
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|
2008-03-18 18:18:18 +00:00
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RelativePath=".\src\p_setup.h"
|
2007-10-29 22:15:46 +00:00
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>
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</File>
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2006-02-24 04:48:15 +00:00
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RelativePath=".\src\p_spec.h"
|
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RelativePath=".\src\p_terrain.h"
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2006-05-23 04:25:49 +00:00
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RelativePath=".\src\p_tick.h"
|
2006-05-23 04:25:49 +00:00
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>
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|
2008-04-08 15:07:09 +00:00
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RelativePath=".\src\parsecontext.h"
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>
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|
</File>
|
2010-07-23 05:56:25 +00:00
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|
<File
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|
RelativePath=".\src\po_man.h"
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>
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|
2006-02-24 04:48:15 +00:00
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RelativePath=".\src\s_playlist.h"
|
2006-05-23 04:25:49 +00:00
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|
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RelativePath=".\src\s_sndseq.h"
|
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RelativePath=".\src\s_sound.h"
|
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>
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RelativePath=".\src\sc_man.h"
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>
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</File>
|
2010-03-14 04:03:07 +00:00
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<File
|
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|
RelativePath=".\src\sc_man_tokens.h"
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|
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RelativePath=".\src\st_start.h"
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RelativePath=".\src\st_stuff.h"
|
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RelativePath=".\src\statnums.h"
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>
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|
2008-03-18 18:18:18 +00:00
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RelativePath=".\src\stats.h"
|
2007-12-20 22:35:02 +00:00
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>
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RelativePath=".\src\stringtable.h"
|
2007-12-20 22:35:02 +00:00
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>
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</File>
|
2010-09-18 16:08:10 +00:00
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<File
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RelativePath=".\src\strnatcmp.h"
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2008-01-11 22:38:10 +00:00
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2008-03-18 18:18:18 +00:00
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RelativePath=".\src\Tables.h"
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2008-01-11 22:38:10 +00:00
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>
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2006-02-24 04:48:15 +00:00
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2006-05-23 04:25:49 +00:00
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2008-03-18 18:18:18 +00:00
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RelativePath=".\src\teaminfo.h"
|
2006-05-23 04:25:49 +00:00
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RelativePath=".\src\tempfiles.h"
|
2006-05-23 04:25:49 +00:00
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2006-02-24 04:48:15 +00:00
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2008-03-18 18:18:18 +00:00
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2008-03-18 18:18:18 +00:00
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|
2006-05-23 04:25:49 +00:00
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2008-03-18 18:18:18 +00:00
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RelativePath=".\src\v_pfx.h"
|
2006-05-23 04:25:49 +00:00
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2006-02-24 04:48:15 +00:00
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|
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2008-03-18 18:18:18 +00:00
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|
2006-05-23 04:25:49 +00:00
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RelativePath=".\src\w_zip.h"
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RelativePath=".\src\weightedlist.h"
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RelativePath=".\src\wi_stuff.h"
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|
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RelativePath=".\src\x86.h"
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|
2009-11-20 05:34:20 +00:00
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RelativePath=".\src\xs_Float.h"
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|
2008-03-18 18:18:18 +00:00
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RelativePath=".\src\zstring.h"
|
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>
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</File>
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</Filter>
|
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<Filter
|
|
|
|
Name="Assembly Files"
|
|
|
|
Filter="nas; asm"
|
|
|
|
>
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
|
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<Filter
|
|
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|
Name="ia32"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
|
|
<File
|
|
|
|
RelativePath=".\src\asm_ia32\a.asm"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
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Name="Release|Win32"
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<Tool
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Name="VCCustomBuildTool"
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|
|
Description="Assembling $(InputPath)..."
|
|
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CommandLine="nasm -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)" -isrc/
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
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Outputs="$(IntDir)\$(InputName).obj"
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</FileConfiguration>
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<FileConfiguration
|
2010-10-06 10:44:03 +00:00
|
|
|
Name="Debug|Win32"
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
|
|
>
|
|
|
|
<Tool
|
|
|
|
Name="VCCustomBuildTool"
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Description="Assembling $(InputPath)..."
|
2010-10-06 10:44:03 +00:00
|
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CommandLine="nasm -g -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)" -isrc/
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
"
|
|
|
|
Outputs="$(IntDir)\$(InputName).obj"
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
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/>
|
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</FileConfiguration>
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2010-10-06 10:44:03 +00:00
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Name="Release|x64"
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ExcludedFromBuild="true"
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- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
|
|
>
|
|
|
|
<Tool
|
|
|
|
Name="VCCustomBuildTool"
|
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Description="Assembling $(InputPath)..."
|
2010-10-06 10:44:03 +00:00
|
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CommandLine="nasm -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)" -isrc/
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
"
|
|
|
|
Outputs="$(IntDir)/$(InputName).obj"
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
|
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/>
|
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|
</FileConfiguration>
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Name="Debug|x64"
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ExcludedFromBuild="true"
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<Tool
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Name="VCCustomBuildTool"
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Description="Assembling $(InputPath)..."
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CommandLine="nasm -g -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)" -isrc/
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
"
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Outputs="$(IntDir)/$(InputName).obj"
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<File
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RelativePath=".\src\asm_ia32\misc.asm"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
|
|
<FileConfiguration
|
|
|
|
Name="Release|Win32"
|
|
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|
>
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<Tool
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Name="VCCustomBuildTool"
|
|
|
|
Description="Assembling $(InputPath)..."
|
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CommandLine="nasm -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)" -isrc/
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
"
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Outputs="$(IntDir)\$(InputName).obj"
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/>
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</FileConfiguration>
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<FileConfiguration
|
2010-10-06 10:44:03 +00:00
|
|
|
Name="Debug|Win32"
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
|
|
>
|
|
|
|
<Tool
|
|
|
|
Name="VCCustomBuildTool"
|
|
|
|
Description="Assembling $(InputPath)..."
|
2010-10-06 10:44:03 +00:00
|
|
|
CommandLine="nasm -g -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)" -isrc/
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
"
|
|
|
|
Outputs="$(IntDir)\$(InputName).obj"
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
|
|
/>
|
|
|
|
</FileConfiguration>
|
|
|
|
<FileConfiguration
|
2010-10-06 10:44:03 +00:00
|
|
|
Name="Release|x64"
|
|
|
|
ExcludedFromBuild="true"
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
|
|
>
|
|
|
|
<Tool
|
|
|
|
Name="VCCustomBuildTool"
|
|
|
|
Description="Assembling $(InputPath)..."
|
2010-10-06 10:44:03 +00:00
|
|
|
CommandLine="nasm -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)" -isrc/
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
"
|
|
|
|
Outputs="$(IntDir)/$(InputName).obj"
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
|
|
/>
|
|
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|
</FileConfiguration>
|
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<FileConfiguration
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Name="Debug|x64"
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ExcludedFromBuild="true"
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>
|
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|
<Tool
|
|
|
|
Name="VCCustomBuildTool"
|
|
|
|
Description="Assembling $(InputPath)..."
|
|
|
|
CommandLine="nasm -g -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)" -isrc/
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
"
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Outputs="$(IntDir)/$(InputName).obj"
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RelativePath=".\src\asm_ia32\tmap.asm"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
|
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<FileConfiguration
|
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Name="Release|Win32"
|
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<Tool
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Name="VCCustomBuildTool"
|
|
|
|
Description="Assembling $(InputPath)..."
|
|
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|
CommandLine="nasm -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)" -isrc/
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
"
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Outputs="$(IntDir)\$(InputName).obj"
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/>
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</FileConfiguration>
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<FileConfiguration
|
2010-10-06 10:44:03 +00:00
|
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|
Name="Debug|Win32"
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
|
|
>
|
|
|
|
<Tool
|
|
|
|
Name="VCCustomBuildTool"
|
|
|
|
Description="Assembling $(InputPath)..."
|
2010-10-06 10:44:03 +00:00
|
|
|
CommandLine="nasm -g -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)" -isrc/
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
"
|
|
|
|
Outputs="$(IntDir)\$(InputName).obj"
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
|
|
/>
|
|
|
|
</FileConfiguration>
|
|
|
|
<FileConfiguration
|
2010-10-06 10:44:03 +00:00
|
|
|
Name="Release|x64"
|
|
|
|
ExcludedFromBuild="true"
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
|
|
>
|
|
|
|
<Tool
|
|
|
|
Name="VCCustomBuildTool"
|
|
|
|
Description="Assembling $(InputPath)..."
|
2010-10-06 10:44:03 +00:00
|
|
|
CommandLine="nasm -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)" -isrc/
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
"
|
|
|
|
Outputs="$(IntDir)/$(InputName).obj"
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
|
|
/>
|
|
|
|
</FileConfiguration>
|
|
|
|
<FileConfiguration
|
|
|
|
Name="Debug|x64"
|
|
|
|
ExcludedFromBuild="true"
|
|
|
|
>
|
|
|
|
<Tool
|
|
|
|
Name="VCCustomBuildTool"
|
|
|
|
Description="Assembling $(InputPath)..."
|
|
|
|
CommandLine="nasm -g -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)" -isrc/
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
"
|
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|
|
Outputs="$(IntDir)/$(InputName).obj"
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</FileConfiguration>
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</File>
|
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<File
|
|
|
|
RelativePath=".\src\asm_ia32\tmap2.asm"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
|
|
<FileConfiguration
|
|
|
|
Name="Release|Win32"
|
|
|
|
>
|
|
|
|
<Tool
|
|
|
|
Name="VCCustomBuildTool"
|
|
|
|
Description="Assembling $(InputPath)..."
|
|
|
|
CommandLine="nasm -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)" -isrc/
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
"
|
|
|
|
Outputs="$(IntDir)\$(InputName).obj"
|
|
|
|
/>
|
|
|
|
</FileConfiguration>
|
|
|
|
<FileConfiguration
|
2010-10-06 10:44:03 +00:00
|
|
|
Name="Debug|Win32"
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
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<Tool
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Name="VCCustomBuildTool"
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Description="Assembling $(InputPath)..."
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2010-10-06 10:44:03 +00:00
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CommandLine="nasm -g -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)" -isrc/
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
"
|
|
|
|
Outputs="$(IntDir)\$(InputName).obj"
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
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2010-10-06 10:44:03 +00:00
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Name="Release|x64"
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- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
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>
|
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<Tool
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Name="VCCustomBuildTool"
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Description="Assembling $(InputPath)..."
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2010-10-06 10:44:03 +00:00
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CommandLine="nasm -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)" -isrc/
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
"
|
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Outputs="$(IntDir)/$(InputName).obj"
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- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
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Description="Assembling $(InputPath)..."
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CommandLine="nasm -g -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)" -isrc/
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2006-05-23 04:25:49 +00:00
|
|
|
>
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
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Name="VCCustomBuildTool"
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Description="Assembling $(InputPath)..."
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$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
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2010-10-06 10:44:03 +00:00
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Name="Debug|Win32"
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- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
|
|
>
|
|
|
|
<Tool
|
|
|
|
Name="VCCustomBuildTool"
|
|
|
|
Description="Assembling $(InputPath)..."
|
2010-10-06 10:44:03 +00:00
|
|
|
CommandLine="nasm -g -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)" -isrc/
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
"
|
|
|
|
Outputs="$(IntDir)\$(InputName).obj"
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
|
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/>
|
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|
|
</FileConfiguration>
|
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|
2010-10-06 10:44:03 +00:00
|
|
|
Name="Release|x64"
|
|
|
|
ExcludedFromBuild="true"
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
|
|
>
|
|
|
|
<Tool
|
|
|
|
Name="VCCustomBuildTool"
|
|
|
|
Description="Assembling $(InputPath)..."
|
2010-10-06 10:44:03 +00:00
|
|
|
CommandLine="nasm -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)" -isrc/
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
"
|
|
|
|
Outputs="$(IntDir)/$(InputName).obj"
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
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/>
|
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</FileConfiguration>
|
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Name="Debug|x64"
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ExcludedFromBuild="true"
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<Tool
|
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Name="VCCustomBuildTool"
|
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|
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Description="Assembling $(InputPath)..."
|
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CommandLine="nasm -g -o "$(IntDir)\$(InputName).obj" -f win32 "$(InputPath)" -isrc/
$(OutDir)\fixrtext "$(IntDir)\$(InputName).obj"
"
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RelativePath=".\src\asm_x86_64\tmap3.asm"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
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Name="Release|Win32"
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Name="VCCustomBuildTool"
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<FileConfiguration
|
2010-10-06 10:44:03 +00:00
|
|
|
Name="Debug|Win32"
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|
|
ExcludedFromBuild="true"
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
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>
|
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<Tool
|
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Name="VCCustomBuildTool"
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2010-10-06 10:44:03 +00:00
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- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
|
|
>
|
|
|
|
<Tool
|
|
|
|
Name="VCCustomBuildTool"
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2010-10-06 10:44:03 +00:00
|
|
|
Description="Assembling $(InputPath)..."
|
|
|
|
CommandLine="yasm -o "$(IntDir)\$(InputName).obj" -f win64 "$(InputPath)" -isrc/
"
|
|
|
|
Outputs="$(IntDir)/$(InputName).obj"
|
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
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<Tool
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Name="VCCustomBuildTool"
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Description="Assembling $(InputPath)..."
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CommandLine="yasm -o "$(IntDir)\$(InputName).obj" -f win64 "$(InputPath)" -isrc/
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2008-03-18 18:18:18 +00:00
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2008-04-09 04:17:13 +00:00
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2008-03-18 18:18:18 +00:00
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RelativePath=".\src\win32\fb_d3d9_wipe.cpp"
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2006-02-24 04:48:15 +00:00
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2008-03-18 18:18:18 +00:00
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2008-03-18 18:18:18 +00:00
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2006-05-23 04:25:49 +00:00
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2006-02-24 04:48:15 +00:00
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2008-03-18 18:18:18 +00:00
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RelativePath=".\src\win32\i_cd.cpp"
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2006-05-23 04:25:49 +00:00
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2008-03-18 18:18:18 +00:00
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2008-03-18 18:18:18 +00:00
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2008-03-18 18:18:18 +00:00
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2008-03-18 18:18:18 +00:00
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2006-02-24 04:48:15 +00:00
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- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
|
|
|
RelativePath=".\src\win32\wrappers.asm"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
<FileConfiguration
|
2006-05-23 04:25:49 +00:00
|
|
|
Name="Release|Win32"
|
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
<Tool
|
2008-03-18 18:18:18 +00:00
|
|
|
Name="VCCustomBuildTool"
|
|
|
|
Description="Assembling $(InputPath)..."
|
|
|
|
CommandLine="nasm -o "$(IntDir)\$(InputName).obj" -d OBJ_FORMAT_win32 -f win32 "$(InputPath)"
"
|
|
|
|
Outputs="$(IntDir)\$(InputName).obj"
|
2006-05-23 04:25:49 +00:00
|
|
|
/>
|
2006-02-24 04:48:15 +00:00
|
|
|
</FileConfiguration>
|
|
|
|
<FileConfiguration
|
2010-10-06 10:44:03 +00:00
|
|
|
Name="Debug|Win32"
|
2006-05-23 04:25:49 +00:00
|
|
|
>
|
2006-02-24 04:48:15 +00:00
|
|
|
<Tool
|
2008-03-18 18:18:18 +00:00
|
|
|
Name="VCCustomBuildTool"
|
2010-10-06 10:44:03 +00:00
|
|
|
Description="Assembling $(InputPath)..."
|
|
|
|
CommandLine="nasm -g -o "$(IntDir)\$(InputName).obj" -d OBJ_FORMAT_win32 -f win32 "$(InputPath)"
"
|
|
|
|
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2010-10-06 10:44:03 +00:00
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ObjectFile="$(IntDir)\$(InputName)1.obj"
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<Tool
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|
|
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Name="VCCLCompilerTool"
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2010-10-06 10:44:03 +00:00
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ObjectFile="$(IntDir)\$(InputName)1.obj"
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XMLDocumentationFileName="$(IntDir)\$(InputName)1.xdc"
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2010-10-06 10:44:03 +00:00
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<Tool
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|
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2008-09-17 20:51:15 +00:00
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2010-10-06 10:44:03 +00:00
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2008-09-17 20:51:15 +00:00
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2010-10-06 10:44:03 +00:00
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Outputs="$(InputDir)xlat_parser.c;$(InputDir)xlat_parser.h"
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2008-09-17 20:51:15 +00:00
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Outputs="$(InputDir)xlat_parser.c;$(InputDir)xlat_parser.h"
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2008-09-17 20:51:15 +00:00
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2010-10-06 10:44:03 +00:00
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Outputs="$(InputDir)xlat_parser.c;$(InputDir)xlat_parser.h"
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2008-09-17 20:51:15 +00:00
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|
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|
Note: I have not tried compiling these recent changes under Linux. I wouldn't
be surprised if it doesn't work.
- Reorganized the network startup loops so now they are event driven. There is
a single function that gets called to drive it, and it uses callbacks to
perform the different stages of the synchronization. This lets me have a nice,
responsive abort button instead of the previous unannounced hit-escape-to-
abort behavior, and I think the rearranged code is slightly easier to
understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
releasing a DirectDraw or Direct3D interface, the DWM can still use the
last image drawn using them when it composites the window. It doesn't always
do it but it does often enough that it is a real problem. At this point, I
don't know if it's a problem with the release version of Vista or not.
After messing around, I discovered the problem was caused by ~Win32Video()
hiding the window and then having it immediately shown soon after. The DWM
kept an image of the window to do the transition effect with, and then when
it didn't get a chance to do the transition, it didn't properly forget about
its saved image and kept plastering it on top of everything else
underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
sound if initialization failed, so this only applies when snd_output is set
to "alternate" which now also falls back to no sound. In addition, it wasn't
working right, and I didn't feel like fixing it for the probably 0% of users
it affected.
- Fixed: The edit control used for logging output added text in reverse order
on Win9x.
- Went back to the roots and made graphics initialization one of the last
things to happen during setup. Now the startup text is visible again. More
importantly, the main window is no longer created invisible, which seems
to cause trouble with it not always appearing in the taskbar. The fatal
error dialog is now also embedded in the main window instead of being a
separate modal dialog, so you can play with the log window to see any
problems that might be reported there.
Rather than completely restoring the original startup order, I tried to
keep things as close to the way they were with early graphics startup. In
particular, V_Init() now creates a dummy screen so that things that need
screen dimensions can get them. It gets replaced by the real screen later
in I_InitGraphics(). Will need to check this under Linux to make sure it
didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
- I_StartModeIterator()
- I_NextMode()
- I_DisplayType()
I_FullscreenChanged() was also removed, and a new fullscreen parameter
was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
initialized post-1.22.
SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
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|
2008-03-19 21:21:24 +00:00
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RelativePath=".\src\g_strife\a_strifeglobal.h"
|
2008-04-29 02:43:42 +00:00
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|
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|
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RelativePath=".\src\g_strife\a_strifeitems.cpp"
|
2008-04-29 02:43:42 +00:00
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|
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RelativePath=".\src\g_strife\a_strifestuff.cpp"
|
2008-03-19 21:21:24 +00:00
|
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|
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|
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|
</File>
|
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|
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|
RelativePath=".\src\g_strife\a_strifeweapons.cpp"
|
2008-03-19 21:09:53 +00:00
|
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|
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