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Get rid of Sys_FPU_StackIsEmpty()

Same as with Sys_FPU_GetState().
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1 parent 0ccef1e commit b58f51dbfa37713f36df1f31360fb0e1bca81010 @dhewg dhewg committed Jul 5, 2012
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@@ -205,7 +205,6 @@ void idSysLocal::DebugVPrintf( const char *fmt, va_list arg ) {}
double idSysLocal::GetClockTicks( void ) { return 0.0; }
double idSysLocal::ClockTicksPerSecond( void ) { return 1.0; }
int idSysLocal::GetProcessorId( void ) { return 0; }
-bool idSysLocal::FPU_StackIsEmpty( void ) { return true; }
void idSysLocal::FPU_SetFTZ( bool enable ) {}
void idSysLocal::FPU_SetDAZ( bool enable ) {}
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@@ -2656,10 +2656,6 @@ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
float ratio_x;
float ratio_y;
- if ( !sys->FPU_StackIsEmpty() ) {
- Error( "idGameLocal::CalcFov: FPU stack not empty" );
- }
-
// first, calculate the vertical fov based on a 640x480 view
x = 640.0f / tan( base_fov / 360.0f * idMath::PI );
y = atan2( 480.0f, x );
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@@ -561,14 +561,6 @@ void idEvent::ServiceEvents( void ) {
assert( event->object );
event->object->ProcessEventArgPtr( ev, args );
-#if 0
- // event functions may never leave return values on the FPU stack
- // enable this code to check if any event call left values on the FPU stack
- if ( !sys->FPU_StackIsEmpty() ) {
- gameLocal.Error( "idEvent::ServiceEvents %d: %s left a value on the FPU stack\n", num, ev->GetName() );
- }
-#endif
-
// return the event to the free list
event->Free();
@@ -661,14 +653,6 @@ void idEvent::ServiceFastEvents() {
assert( event->object );
event->object->ProcessEventArgPtr( ev, args );
-#if 0
- // event functions may never leave return values on the FPU stack
- // enable this code to check if any event call left values on the FPU stack
- if ( !sys->FPU_StackIsEmpty() ) {
- gameLocal.Error( "idEvent::ServiceEvents %d: %s left a value on the FPU stack\n", num, event->eventdef->GetName() );
- }
-#endif
-
// return the event to the free list
event->Free();
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@@ -2426,11 +2426,6 @@ void idCommonLocal::Frame( void ) {
// set idLib frame number for frame based memory dumps
idLib::frameNumber = com_frameNumber;
-
- // the FPU stack better be empty at this point or some bad code or compiler bug left values on the stack
- if ( !Sys_FPU_StackIsEmpty() ) {
- FatalError( "idCommon::Frame: the FPU stack is not empty at the end of the frame\n" );
- }
}
catch( idException & ) {
View
@@ -2391,10 +2391,6 @@ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
float ratio_x;
float ratio_y;
- if ( !sys->FPU_StackIsEmpty() ) {
- Error( "idGameLocal::CalcFov: FPU stack not empty" );
- }
-
// first, calculate the vertical fov based on a 640x480 view
x = 640.0f / tan( base_fov / 360.0f * idMath::PI );
y = atan2( 480.0f, x );
@@ -528,14 +528,6 @@ void idEvent::ServiceEvents( void ) {
assert( event->object );
event->object->ProcessEventArgPtr( ev, args );
-#if 0
- // event functions may never leave return values on the FPU stack
- // enable this code to check if any event call left values on the FPU stack
- if ( !sys->FPU_StackIsEmpty() ) {
- gameLocal.Error( "idEvent::ServiceEvents %d: %s left a value on the FPU stack\n", num, ev->GetName() );
- }
-#endif
-
// return the event to the free list
event->Free();
@@ -315,10 +315,6 @@ void Sys_SetClipboardData( const char *string ) {
Sys_Printf( "TODO: Sys_SetClipboardData\n" );
}
-bool Sys_FPU_StackIsEmpty( void ) {
- return true;
-}
-
/*
================
Sys_LockMemory
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@@ -61,10 +61,6 @@ int idSysLocal::GetProcessorId( void ) {
return Sys_GetProcessorId();
}
-bool idSysLocal::FPU_StackIsEmpty( void ) {
- return Sys_FPU_StackIsEmpty();
-}
-
void idSysLocal::FPU_SetFTZ( bool enable ) {
Sys_FPU_SetFTZ( enable );
}
View
@@ -48,7 +48,6 @@ class idSysLocal : public idSys {
virtual unsigned int GetMilliseconds( void );
virtual int GetProcessorId( void );
- virtual bool FPU_StackIsEmpty( void );
virtual void FPU_SetFTZ( bool enable );
virtual void FPU_SetDAZ( bool enable );
View
@@ -133,9 +133,6 @@ unsigned int Sys_Milliseconds( void );
// returns a selection of the CPUID_* flags
int Sys_GetProcessorId( void );
-// returns true if the FPU stack is empty
-bool Sys_FPU_StackIsEmpty( void );
-
// sets the FPU precision
void Sys_FPU_SetPrecision();
@@ -365,7 +362,6 @@ class idSys {
virtual unsigned int GetMilliseconds( void ) = 0;
virtual int GetProcessorId( void ) = 0;
- virtual bool FPU_StackIsEmpty( void ) = 0;
virtual void FPU_SetFTZ( bool enable ) = 0;
virtual void FPU_SetDAZ( bool enable ) = 0;
View
@@ -118,26 +118,3 @@ int Sys_FPU_PrintStateFlags( char *ptr, int ctrl, int stat, int tags, int inof,
return 0;
#endif
}
-
-/*
-===============
-Sys_FPU_StackIsEmpty
-===============
-*/
-bool Sys_FPU_StackIsEmpty( void ) {
-#ifdef _MSC_VER
- __asm {
- mov eax, statePtr
- fnstenv [eax]
- mov eax, [eax+8]
- xor eax, 0xFFFFFFFF
- and eax, 0x0000FFFF
- jz empty
- }
- return false;
-empty:
- return true;
-#else
- return true;
-#endif
-}

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