mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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Revert "Updated SDL, Bullet and OpenAL soft libs"
This reverts commit 370161cfb1.
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parent
63be684474
commit
bc77ff0833
1102 changed files with 62741 additions and 204988 deletions
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@ -53,11 +53,10 @@
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#endif
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#if defined(__WATCOMC__) && defined(__386__)
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SDL_COMPILE_TIME_ASSERT(intsize, 4==sizeof(int));
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#define HAVE_WATCOM_ATOMICS
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extern _inline int _SDL_xchg_watcom(volatile int *a, int v);
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#pragma aux _SDL_xchg_watcom = \
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"lock xchg [ecx], eax" \
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"xchg [ecx], eax" \
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parm [ecx] [eax] \
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value [eax] \
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modify exact [eax];
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@ -32,15 +32,11 @@
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#include <atomic.h>
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#endif
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#if defined(_MSC_VER) && (defined(_M_IX86) || defined(_M_X64))
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#include <xmmintrin.h>
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#endif
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#if defined(__WATCOMC__) && defined(__386__)
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SDL_COMPILE_TIME_ASSERT(locksize, 4==sizeof(SDL_SpinLock));
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extern _inline int _SDL_xchg_watcom(volatile int *a, int v);
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#pragma aux _SDL_xchg_watcom = \
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"lock xchg [ecx], eax" \
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"xchg [ecx], eax" \
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parm [ecx] [eax] \
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value [eax] \
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modify exact [eax];
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@ -120,32 +116,12 @@ SDL_AtomicTryLock(SDL_SpinLock *lock)
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#endif
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}
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/* "REP NOP" is PAUSE, coded for tools that don't know it by that name. */
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#if (defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))
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#define PAUSE_INSTRUCTION() __asm__ __volatile__("pause\n") /* Some assemblers can't do REP NOP, so go with PAUSE. */
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#elif defined(_MSC_VER) && (defined(_M_IX86) || defined(_M_X64))
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#define PAUSE_INSTRUCTION() _mm_pause() /* this is actually "rep nop" and not a SIMD instruction. No inline asm in MSVC x86-64! */
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#elif defined(__WATCOMC__) && defined(__386__)
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/* watcom assembler rejects PAUSE if CPU < i686, and it refuses REP NOP as an invalid combination. Hardcode the bytes. */
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extern _inline void PAUSE_INSTRUCTION(void);
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#pragma aux PAUSE_INSTRUCTION = "db 0f3h,90h"
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#else
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#define PAUSE_INSTRUCTION()
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#endif
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void
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SDL_AtomicLock(SDL_SpinLock *lock)
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{
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int iterations = 0;
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/* FIXME: Should we have an eventual timeout? */
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while (!SDL_AtomicTryLock(lock)) {
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if (iterations < 32) {
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iterations++;
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PAUSE_INSTRUCTION();
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} else {
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/* !!! FIXME: this doesn't definitely give up the current timeslice, it does different things on various platforms. */
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SDL_Delay(0);
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}
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SDL_Delay(0);
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}
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}
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