Example #1
0
// do some initial settings for the game loading screen
//
void SCR_Startup(void)
{
	const CPUInfoFlags *RCpuInfo = I_CPUInfo();
	if (!M_CheckParm("-NOCPUID") && RCpuInfo)
	{
#if defined (__i386__) || defined (_M_IX86) || defined (__WATCOMC__)
		R_486 = true;
#endif
		if (RCpuInfo->RDTSC)
			R_586 = true;
		if (RCpuInfo->MMX)
			R_MMX = true;
		if (RCpuInfo->AMD3DNow)
			R_3DNow = true;
		if (RCpuInfo->MMXExt)
			R_MMXExt = true;
		if (RCpuInfo->SSE)
			R_SSE = true;
		if (RCpuInfo->SSE2)
			R_SSE2 = true;
		CONS_Printf("CPU Info: 486: %i, 586: %i, MMX: %i, 3DNow: %i, MMXExt: %i, SSE2: %i\n", R_486, R_586, R_MMX, R_3DNow, R_MMXExt, R_SSE2);
	}

	if (M_CheckParm("-noASM"))
		R_ASM = false;
	if (M_CheckParm("-486"))
		R_486 = true;
	if (M_CheckParm("-586"))
		R_586 = true;
	if (M_CheckParm("-MMX"))
		R_MMX = true;
	if (M_CheckParm("-3DNow"))
		R_3DNow = true;
	if (M_CheckParm("-MMXExt"))
		R_MMXExt = true;

	if (M_CheckParm("-SSE"))
		R_SSE = true;
	if (M_CheckParm("-noSSE"))
		R_SSE = false;

	if (M_CheckParm("-SSE2"))
		R_SSE2 = true;

	M_SetupMemcpy();

	if (dedicated)
	{
		V_Init();
		V_SetPalette(0);
		return;
	}

	vid.modenum = 0;

	vid.dupx = vid.width / BASEVIDWIDTH;
	vid.dupy = vid.height / BASEVIDHEIGHT;
	vid.dupx = vid.dupy = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy);
	vid.fdupx = FixedDiv(vid.width*FRACUNIT, BASEVIDWIDTH*FRACUNIT);
	vid.fdupy = FixedDiv(vid.height*FRACUNIT, BASEVIDHEIGHT*FRACUNIT);

#ifdef HWRENDER
	if (rendermode != render_opengl && rendermode != render_none) // This was just placing it incorrectly at non aspect correct resolutions in opengl
#endif
		vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy);

	vid.meddupx = (UINT8)(vid.dupx >> 1) + 1;
	vid.meddupy = (UINT8)(vid.dupy >> 1) + 1;
#ifdef HWRENDER
	vid.fmeddupx = vid.meddupx*FRACUNIT;
	vid.fmeddupy = vid.meddupy*FRACUNIT;
#endif

	vid.smalldupx = (UINT8)(vid.dupx / 3) + 1;
	vid.smalldupy = (UINT8)(vid.dupy / 3) + 1;
#ifdef HWRENDER
	vid.fsmalldupx = vid.smalldupx*FRACUNIT;
	vid.fsmalldupy = vid.smalldupy*FRACUNIT;
#endif

	vid.baseratio = FRACUNIT;

	V_Init();
	CV_RegisterVar(&cv_ticrate);
	CV_RegisterVar(&cv_constextsize);

	V_SetPalette(0);
}
Example #2
0
// do some initial settings for the game loading screen
//
void SCR_Startup(void)
{
	const CPUInfoFlags *RCpuInfo = I_CPUInfo();
	if (!M_CheckParm("-NOCPUID") && RCpuInfo)
	{
#if defined (__i386__) || defined (_M_IX86) || defined (__WATCOMC__)
		R_486 = true;
#endif
		if (RCpuInfo->RDTSC)
			R_586 = true;
		if (RCpuInfo->MMX)
			R_MMX = true;
		if (RCpuInfo->AMD3DNow)
			R_3DNow = true;
		if (RCpuInfo->MMXExt)
			R_MMXExt = true;
		if (RCpuInfo->SSE2)
			R_SSE2 = true;

		if (RCpuInfo->CPUs > 1)
		{
			R_ASM = false; //with more than 1 CPU, ASM go BOOM!
		}
		CONS_Printf("CPU Info: 486: %i, 586: %i, MMX: %i, 3DNow: %i, MMXExt: %i, SSE2: %i\n",
		            R_486, R_586, R_MMX, R_3DNow, R_MMXExt, R_SSE2);
	}

	if (M_CheckParm("-noASM"))
		R_ASM = false;
	if (M_CheckParm("-486"))
		R_486 = true;
	if (M_CheckParm("-586"))
		R_586 = true;
	if (M_CheckParm("-MMX"))
		R_MMX = true;
	if (M_CheckParm("-3DNow"))
		R_3DNow = true;
	if (M_CheckParm("-MMXExt"))
		R_MMXExt = true;
	if (M_CheckParm("-SSE2"))
		R_SSE2 = true;

#if defined (_WIN32) && !defined (_WIN32_WCE) && !defined (_XBOX)
	if (!RCpuInfo || !RCpuInfo->CPUs) //bad CPUID code?
	{
		LPCSTR cNOP = I_GetEnv("NUMBER_OF_PROCESSORS");
		if (cNOP && atoi(cNOP) > 1 && !M_CheckParm("-ASM"))
		{
			R_ASM = false;
			CONS_Printf("Disabling ASM code\n");
		}
	}
#endif

	M_SetupMemcpy();

	if (dedicated)
	{
		V_Init();
		V_SetPalette(0);
		return;
	}

	vid.modenum = 0;

	vid.fdupx = (float)vid.width/BASEVIDWIDTH;
	vid.fdupy = (float)vid.height/BASEVIDHEIGHT;
	vid.dupx = (INT32)vid.fdupx;
	vid.dupy = (INT32)vid.fdupy;

	vid.baseratio = FRACUNIT;

#ifdef RUSEASM
	if (R_ASM)
		ASM_PatchRowBytes(vid.rowbytes);
//	if (R_486 || R_586 || R_MMX)
//		MMX_PatchRowBytes(vid.rowbytes);
#endif

	V_Init();
	CV_RegisterVar(&cv_ticrate);

	V_SetPalette(0);
}