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this snowballed into a massive search+destroy of the hodgepodge of mostly equivalent types we had in use (int, uint, unsigned, unsigned int, i32, u32, ulong, uintN). it is more efficient to use 64-bit types in 64-bit mode, so the preferred default is size_t (for anything remotely resembling a size or index). tile coordinates are ssize_t to allow more efficient conversion to/from floating point. flags are int because we almost never need more than 15 distinct bits, bit test/set is not slower and int is fastest to type. finally, some data that is pretty much directly passed to OpenGL is now typed accordingly. after several hours, the code now requires fewer casts and less guesswork. other changes: - unit and player IDs now have an "invalid id" constant in the respective class to avoid casting and -1 - fix some endian/64-bit bugs in the map (un)packing. added a convenience function to write/read a size_t. - ia32: change CPUID interface to allow passing in ecx (required for cache topology detection, which I need at work). remove some unneeded functions from asm, replace with intrinsics where possible. This was SVN commit r5942.
41 lines
866 B
C++
41 lines
866 B
C++
#include "precompiled.h"
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#include "amd64.h"
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#include "lib/sysdep/cpu.h"
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#if MSC_VERSION
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#include <intrin.h>
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#endif
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void* cpu_memcpy(void* RESTRICT dst, const void* RESTRICT src, size_t size)
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{
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return memcpy(dst, src, size);
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}
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#if MSC_VERSION
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bool cpu_CAS(volatile uintptr_t* location, uintptr_t expected, uintptr_t newValue)
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{
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const uintptr_t initial = _InterlockedCompareExchange64((volatile __int64*)location, newValue, expected);
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return initial == expected;
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}
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void cpu_AtomicAdd(volatile intptr_t* location, intptr_t increment)
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{
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(void)_InterlockedExchangeAdd64(location, increment);
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}
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#endif
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// note: ACPI processor detection not yet implemented here, so we treat
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// dual-core systems as multiprocessors.
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size_t cpu_NumPackages()
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{
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return cpu_NumProcessors();
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}
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size_t cpu_CoresPerPackage()
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{
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return 1;
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}
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