diff options
author | Andrey Nazarov <skuller@skuller.net> | 2011-02-06 23:40:20 +0300 |
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committer | Andrey Nazarov <skuller@skuller.net> | 2011-02-07 15:27:21 +0300 |
commit | 06d6c024cde24f42d0980725b9e1d50713af646e (patch) | |
tree | aaacdfa9b266c598255789febad11446686e5ee9 /src/sv_main.c | |
parent | 9176271b895c4e71d7e383cb8655a7b545b73b33 (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.c | 6 |
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 - } /* |