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