59 lines
2.0 KiB
C++
59 lines
2.0 KiB
C++
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "mathlib/mathlib.h"
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#include "convar.h" // ConVar define
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#include "view.h"
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#include "gl_cvars.h" // mat_overbright
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#include "cmd.h" // Cmd_*
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#include "console.h" // ConMsg
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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static bool s_bAllow3DNow = true;
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static bool s_bAllowSSE2 = true;
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static void OnEnableFastMathChanged( IConVar *var = NULL, const char *pOldValue = NULL, float flOldValue = 0.0f);
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ConVar enable_fast_math( "enable_fast_math", "1" , FCVAR_RELEASE, "Turns Denormals-Are-Zeroes and Flush-to-Zero on or off", OnEnableFastMathChanged );
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// <sergiy> We should use consistent SSE flags on Linux and Windows to avoid different math/physics/casting results.
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// Also, we should try to use FZ/DAZ when we can because without it,
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// It would be preferable to use the verbose macros to set/reset FZ and DAZ modes on SSE, but
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// in Linux, we are using an outdated version of GCC that doesn't have those defined in standard headers.
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// So I'll just throw literals here until such time as we rev the version of GCC.
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static void OnEnableFastMathChanged( IConVar *var, const char *pOldValue, float flOldValue )
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{
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if ( enable_fast_math.GetBool() )
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{
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_mm_setcsr( _mm_getcsr() | 0x8040 );
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//_MM_SET_FLUSH_ZERO_MODE( _MM_FLUSH_ZERO_ON );
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//_MM_SET_DENORMALS_ZERO_MODE( _MM_DENORMALS_ZERO_ON );
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}
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else
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{
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_mm_setcsr( _mm_getcsr() & ~0x8040 );
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//_MM_SET_FLUSH_ZERO_MODE( _MM_FLUSH_ZERO_OFF );
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//_MM_SET_DENORMALS_ZERO_MODE( _MM_DENORMALS_ZERO_OFF );
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}
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}
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void InitMathlib( void )
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{
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MathLib_Init( 2.2f, // v_gamma.GetFloat()
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2.2f, // v_texgamma.GetFloat()
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0.0f /*v_brightness.GetFloat() */,
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2.0f /*mat_overbright.GetInt() */, s_bAllow3DNow, true, s_bAllowSSE2, true );
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OnEnableFastMathChanged();
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}
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