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authorAndrey Nazarov <skuller@skuller.net>2011-02-06 23:40:20 +0300
committerAndrey Nazarov <skuller@skuller.net>2011-02-07 15:27:21 +0300
commit06d6c024cde24f42d0980725b9e1d50713af646e (patch)
treeaaacdfa9b266c598255789febad11446686e5ee9 /src/sv_main.c
parent9176271b895c4e71d7e383cb8655a7b545b73b33 (diff)
Rework the way FPU issues are handled on i386.
Kill Sys_FixFPCW. Instead implement inline macros that wrap around critical sections of code (pmove and game library calls) and push/pop FPU control word dynamically.
Diffstat (limited to 'src/sv_main.c')
-rw-r--r--src/sv_main.c6
1 files changed, 5 insertions, 1 deletions
diff --git a/src/sv_main.c b/src/sv_main.c
index d6ff9b2..fbbcdde 100644
--- a/src/sv_main.c
+++ b/src/sv_main.c
@@ -1499,8 +1499,13 @@ static void SV_RunGameFrame( void ) {
time_before_game = Sys_Milliseconds();
#endif
+ X86_PUSH_FPCW;
+ X86_SINGLE_FPCW;
+
ge->RunFrame();
+ X86_POP_FPCW;
+
#if USE_CLIENT
if( host_speeds->integer )
time_after_game = Sys_Milliseconds();
@@ -1517,7 +1522,6 @@ static void SV_RunGameFrame( void ) {
// save the entire world state if recording a serverdemo
SV_MvdEndFrame();
#endif
-
}
/*