openbsd-ports/games/thedarkmod/patches/patch-idlib_math_Simd_AVX_cpp
thfr 0aa400bdb3 import games/thedarkmod
tweaks and ok kirby@

Description:

A dark and moody stealth game, inspired by the "Thief" series by
Looking Glass Studios, The Dark Mod includes creative new gameplay
features, dozens of unique AI, and a complete set of custom art
assets, allowing players and mappers alike to enjoy missions in a
gothic steampunk universe. When you play The Dark Mod, you feel
like you're playing a gothic stealth game...

This game is first and foremost a toolkit, allowing fans and
team-members to create their own stealth missions in a gothic
steampunk environment. But there are already over 100 full missions
for download, including some small campaigns, so it certainly feels
like a game. The only difference is that you have to choose which
missions to install and play.
2019-09-02 18:04:40 +00:00

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$OpenBSD: patch-idlib_math_Simd_AVX_cpp,v 1.1.1.1 2019/09/02 18:04:40 thfr Exp $
simplify problematic AVX function
Index: idlib/math/Simd_AVX.cpp
--- idlib/math/Simd_AVX.cpp.orig
+++ idlib/math/Simd_AVX.cpp
@@ -47,8 +47,9 @@ idSIMD_AVX::CullByFrustum
============
*/
void VPCALL idSIMD_AVX::CullByFrustum( idDrawVert *verts, const int numVerts, const idPlane frustum[6], byte *pointCull, float epsilon ) {
- if ( !com_tempAllowAVX.GetBool() ) { // hidden under this cvar for now
+ /*if ( !com_tempAllowAVX.GetBool() ) {*/ // hidden under this cvar for now
return idSIMD_SSE::CullByFrustum( verts, numVerts, frustum, pointCull, epsilon );
+ /*
}
const __m256 fA = _mm256_set_ps( 0, 0, frustum[5][0], frustum[4][0], frustum[3][0], frustum[2][0], frustum[1][0], frustum[0][0] );
const __m256 fB = _mm256_set_ps( 0, 0, frustum[5][1], frustum[4][1], frustum[3][1], frustum[2][1], frustum[1][1], frustum[0][1] );
@@ -75,6 +76,7 @@ void VPCALL idSIMD_AVX::CullByFrustum( idDrawVert *ver
pointCull[j] = (byte)mask_lo & mask6;
}
_mm256_zeroupper();
+ */
}
/*
@@ -83,8 +85,9 @@ idSIMD_AVX::CullByFrustum2
============
*/
void VPCALL idSIMD_AVX::CullByFrustum2( idDrawVert *verts, const int numVerts, const idPlane frustum[6], unsigned short *pointCull, float epsilon ) {
- if ( !com_tempAllowAVX.GetBool() ) { // hidden under this cvar for now
+ /*if ( !com_tempAllowAVX.GetBool() ) {*/ // hidden under this cvar for now
return idSIMD_SSE::CullByFrustum2( verts, numVerts, frustum, pointCull, epsilon );
+ /*
}
const __m256 fA = _mm256_set_ps( 0, 0, frustum[5][0], frustum[4][0], frustum[3][0], frustum[2][0], frustum[1][0], frustum[0][0] );
const __m256 fB = _mm256_set_ps( 0, 0, frustum[5][1], frustum[4][1], frustum[3][1], frustum[2][1], frustum[1][1], frustum[0][1] );
@@ -113,4 +116,5 @@ void VPCALL idSIMD_AVX::CullByFrustum2( idDrawVert *ve
pointCull[j] = (unsigned short)(mask_lo & mask6 | (mask_hi & mask6) << 6);
}
_mm256_zeroupper();
+ */
}