1
0
forked from 0ad/0ad

Fix non-SSE x86 builds

This was SVN commit r13934.
This commit is contained in:
Ykkrosh 2013-10-03 18:22:10 +00:00
parent 398a32a6ff
commit e700937fd3
4 changed files with 7 additions and 7 deletions

View File

@ -26,7 +26,7 @@
#include "maths/MathUtil.h" #include "maths/MathUtil.h"
#include "graphics/SColor.h" #include "graphics/SColor.h"
#if ARCH_X86_X64 #if HAVE_SSE
# include <xmmintrin.h> # include <xmmintrin.h>
# include "lib/sysdep/arch/x86_x64/x86_x64.h" # include "lib/sysdep/arch/x86_x64/x86_x64.h"
#endif #endif
@ -46,7 +46,7 @@ SColor4ub (*ConvertRGBColorTo4ub)(const RGBColor& src) = fallback_ConvertRGBColo
// Assembler-optimized function for color conversion // Assembler-optimized function for color conversion
#if ARCH_X86_X64 #if HAVE_SSE
static SColor4ub sse_ConvertRGBColorTo4ub(const RGBColor& src) static SColor4ub sse_ConvertRGBColorTo4ub(const RGBColor& src)
{ {
const __m128 zero = _mm_setzero_ps(); const __m128 zero = _mm_setzero_ps();
@ -82,7 +82,7 @@ void ColorActivateFastImpl()
if(0) if(0)
{ {
} }
#if ARCH_X86_X64 #if HAVE_SSE
else if (x86_x64::Cap(x86_x64::CAP_SSE)) else if (x86_x64::Cap(x86_x64::CAP_SSE))
{ {
ConvertRGBColorTo4ub = sse_ConvertRGBColorTo4ub; ConvertRGBColorTo4ub = sse_ConvertRGBColorTo4ub;

View File

@ -26,7 +26,7 @@
#include "ps/FileIo.h" #include "ps/FileIo.h"
#include "maths/Vector4D.h" #include "maths/Vector4D.h"
#if ARCH_X86_X64 #if HAVE_SSE
# include <xmmintrin.h> # include <xmmintrin.h>
#endif #endif
@ -121,7 +121,7 @@ void CModelDef::SkinPointsAndNormals(
} }
} }
#if ARCH_X86_X64 #if HAVE_SSE
void CModelDef::SkinPointsAndNormals_SSE( void CModelDef::SkinPointsAndNormals_SSE(
size_t numVertices, size_t numVertices,
const VertexArrayIterator<CVector3D>& Position, const VertexArrayIterator<CVector3D>& Position,

View File

@ -216,7 +216,7 @@ public:
const size_t* blendIndices, const size_t* blendIndices,
const CMatrix3D newPoseMatrices[]); const CMatrix3D newPoseMatrices[]);
#if ARCH_X86_X64 #if HAVE_SSE
/** /**
* SSE-optimised version of SkinPointsAndNormals. * SSE-optimised version of SkinPointsAndNormals.
*/ */

View File

@ -101,7 +101,7 @@ void ModelRenderer::BuildPositionAndNormals(
return; return;
} }
#if ARCH_X86_X64 #if HAVE_SSE
if (g_EnableSSE) if (g_EnableSSE)
{ {
CModelDef::SkinPointsAndNormals_SSE(numVertices, Position, Normal, vertices, mdef->GetBlendIndices(), model->GetAnimatedBoneMatrices()); CModelDef::SkinPointsAndNormals_SSE(numVertices, Position, Normal, vertices, mdef->GetBlendIndices(), model->GetAnimatedBoneMatrices());