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https://gitlab.com/skmp/dca3-game.git
synced 2025-01-31 21:11:43 +01:00
Disable DC_SH4 optimizations
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@ -27,7 +27,7 @@ CrossProduct(const CVector &v1, const CVector &v2)
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CVector
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Multiply3x3(const CMatrix &mat, const CVector &vec)
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{
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#ifdef DC_SH4
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#if defined(DC_SH4) && 0
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register float __x __asm__("fr12") = vec.x;
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register float __y __asm__("fr13") = vec.y;
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register float __z __asm__("fr14") = vec.z;
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@ -58,7 +58,7 @@ Multiply3x3(const CVector &vec, const CMatrix &mat)
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CVector
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operator*(const CMatrix &mat, const CVector &vec)
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{
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#ifdef DC_SH4
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#if defined(DC_SH4) && 0
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CVector out;
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mat_load(reinterpret_cast<matrix_t *>(const_cast<CMatrix *>(&mat)));
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mat_trans_single3_nodiv_nomod(vec.x, vec.y, vec.z, out.x, out.y, out.z);
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@ -20,7 +20,7 @@ public:
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// (0,1,0) means no rotation. So get right vector and its atan
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__always_inline float Heading(void) const { return Atan2(-x, y); }
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__always_inline float Magnitude(void) const {
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#ifdef DC_SH4
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#if defined(DC_SH4) && 0
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float w;
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vec3f_length(x, y, z, w);
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return w;
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@ -29,7 +29,7 @@ public:
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#endif
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}
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__always_inline float MagnitudeSqr(void) const {
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#ifdef DC_SH4
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#if defined(DC_SH4) && 0
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return fipr_magnitude_sqr(x, y,z, 0.0f);
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#else
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return x*x + y*y + z*z;
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@ -118,7 +118,7 @@ inline CVector operator/(const CVector &left, float right)
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__always_inline float
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DotProduct(const CVector &v1, const CVector &v2)
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{
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#ifdef DC_SH4
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#if defined(DC_SH4) && 0
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return fipr(v1.x, v1.y, v1.z, 0.0f, v2.x, v2.y, v2.z, 0.0f);
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#else
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return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
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@ -131,7 +131,7 @@ inline float
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Distance(const CVector &v1, const CVector &v2)
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{
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float w;
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#ifdef DC_SH4
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#if defined(DC_SH4) && 0
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vec3f_distance(v1.x, v1.y, v1.z, v2.x, v2.y, v2.z, w);
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return w;
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#else
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@ -43,7 +43,7 @@ __always_inline void TransformPoint(CVuVector &out, const CMatrix &mat, const CV
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vmaddw.xyz vf06,vf05,vf00\n\
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sqc2 vf06,0x0(%0)\n\
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": : "r" (&out) , "r" (&mat) ,"r" (&in): "memory");
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#elif defined(DC_SH4)
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#elif defined(DC_SH4) && 0
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mat_load(reinterpret_cast<matrix_t *>(const_cast<CMatrix *>(&mat)));
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mat_trans_nodiv_nomod(in.x, in.y, in.z, out.x, out.y, out.z, out.y);
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#else
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@ -70,7 +70,7 @@ __always_inline void TransformPoint(CVuVector &out, const CMatrix &mat, const Rw
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vmaddw.xyz vf06,vf05,vf00\n\
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sqc2 vf06,0x0(%0)\n\
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": : "r" (&out) , "r" (&mat) ,"r" (&in): "memory");
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#elif defined(DC_SH4)
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#elif defined(DC_SH4) && 0
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mat_load(reinterpret_cast<matrix_t *>(const_cast<CMatrix *>(&mat)));
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mat_trans_nodiv_nomod(in.x, in.y, in.z, out.x, out.y, out.z, out.y);
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#else
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@ -108,7 +108,7 @@ __always_inline void TransformPoints(CVuVector *out, int n, const CMatrix &mat,
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sqc2 vf06,-0x10(%0)\n\
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bnez %1,1b\n\
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": : "r" (out) , "r" (n), "r" (&mat), "r" (in), "r" (stride): "memory");
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#elif defined(DC_SH4)
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#elif defined(DC_SH4) && 0
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mat_load(reinterpret_cast<matrix_t *>(const_cast<CMatrix *>(&mat)));
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mat_transform(reinterpret_cast<vector_t *>(const_cast<RwV3d *>(in)),
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reinterpret_cast<vector_t *>(out),
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