forked from 0ad/0ad
Fix non-SSE x86 builds
This was SVN commit r13934.
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@ -26,7 +26,7 @@
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#include "maths/MathUtil.h"
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#include "graphics/SColor.h"
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#if ARCH_X86_X64
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#if HAVE_SSE
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# include <xmmintrin.h>
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# include "lib/sysdep/arch/x86_x64/x86_x64.h"
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#endif
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@ -46,7 +46,7 @@ SColor4ub (*ConvertRGBColorTo4ub)(const RGBColor& src) = fallback_ConvertRGBColo
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// Assembler-optimized function for color conversion
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#if ARCH_X86_X64
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#if HAVE_SSE
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static SColor4ub sse_ConvertRGBColorTo4ub(const RGBColor& src)
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{
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const __m128 zero = _mm_setzero_ps();
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@ -82,7 +82,7 @@ void ColorActivateFastImpl()
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if(0)
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{
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}
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#if ARCH_X86_X64
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#if HAVE_SSE
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else if (x86_x64::Cap(x86_x64::CAP_SSE))
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{
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ConvertRGBColorTo4ub = sse_ConvertRGBColorTo4ub;
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@ -26,7 +26,7 @@
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#include "ps/FileIo.h"
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#include "maths/Vector4D.h"
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#if ARCH_X86_X64
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#if HAVE_SSE
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# include <xmmintrin.h>
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#endif
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@ -121,7 +121,7 @@ void CModelDef::SkinPointsAndNormals(
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}
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}
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#if ARCH_X86_X64
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#if HAVE_SSE
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void CModelDef::SkinPointsAndNormals_SSE(
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size_t numVertices,
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const VertexArrayIterator<CVector3D>& Position,
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@ -216,7 +216,7 @@ public:
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const size_t* blendIndices,
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const CMatrix3D newPoseMatrices[]);
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#if ARCH_X86_X64
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#if HAVE_SSE
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/**
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* SSE-optimised version of SkinPointsAndNormals.
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*/
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@ -101,7 +101,7 @@ void ModelRenderer::BuildPositionAndNormals(
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return;
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}
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#if ARCH_X86_X64
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#if HAVE_SSE
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if (g_EnableSSE)
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{
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CModelDef::SkinPointsAndNormals_SSE(numVertices, Position, Normal, vertices, mdef->GetBlendIndices(), model->GetAnimatedBoneMatrices());
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