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Stroggos
Joined: 14 Apr 2009 Posts: 43
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Posted: Thu Sep 10, 2009 7:28 am Post subject: ASM Sources!!!!!!!!!!!!!!!!!!!!!! |
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How would I go about getting rid of these ASM source files in GLQuake _________________ Dont even try to port Quake 4 to the ipod |
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Spirit

Joined: 20 Nov 2004 Posts: 476
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Posted: Thu Sep 10, 2009 9:12 am Post subject: |
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REWRITE THE CODE TO NOT USE ASM!!!!!!!!!!!!!!!!!!!!!!
edit: Heh, same number of exclamation marks. Must be the threshold of sanity there. _________________ Quake Maps |
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metlslime
Joined: 05 Feb 2008 Posts: 177
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Posted: Thu Sep 10, 2009 9:23 am Post subject: |
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it's pretty easy -- there are about a dozen ASM functions in the glquake source. Of those, only about a third are necessary and they all have C replacements, another third have C replacements that are empty (i.e. not needed at all, they just set some flags on the CPU), and the last third are never actually called.
So you just use the C versions for the first category, and rip out the second and third categories entirely. |
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Thu Sep 10, 2009 11:31 am Post subject: |
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yeah, the assembler code is entirely optional.
its slightly faster, but tbh that's more because it has a better algorithm in a few places (its not 100% identical to the C code). Of course, that really only affects the sw renderer.
Just remove the files and then figure out how to enable the C versions of the functions. _________________ What's a signature? |
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