Fix clang-cl compile errors

Unfortunately clang-cl doesn't support __FUNCTION__ macro concat. Some SSE stuff in mathlib/navmesh rendering also needs to be made portable at some point.
This commit is contained in:
Kawe Mazidjatari 2023-01-31 14:31:17 +01:00
parent 918535ff0f
commit 8b6e22473e
3 changed files with 21 additions and 21 deletions

View File

@ -19,12 +19,12 @@ void AIL_LogFunc(int64_t nLogLevel, const char* pszMessage)
//-----------------------------------------------------------------------------
bool Miles_Initialize()
{
DevMsg(eDLL_T::AUDIO, __FUNCTION__": initializing Miles Sound System\n");
DevMsg(eDLL_T::AUDIO, "%s: initializing Miles Sound System\n", __FUNCTION__);
bool bResult = v_Miles_Initialize();
bResult ? DevMsg(eDLL_T::AUDIO, __FUNCTION__": %s\n", "initialized successfully")
: Warning(eDLL_T::AUDIO, __FUNCTION__": %s\n", "failed to initialize");
bResult ? DevMsg(eDLL_T::AUDIO, "%s: %s\n", __FUNCTION__, "initialized successfully")
: Warning(eDLL_T::AUDIO, "%s: %s\n", __FUNCTION__, "failed to initialize");
return bResult;
}
@ -32,7 +32,7 @@ bool Miles_Initialize()
void MilesQueueEventRun(Miles::Queue* queue, const char* eventName)
{
if(miles_debug->GetBool())
DevMsg(eDLL_T::AUDIO, __FUNCTION__": running event '%s'\n", eventName);
DevMsg(eDLL_T::AUDIO, "%s: running event '%s'\n", __FUNCTION__, eventName);
v_MilesQueueEventRun(queue, eventName);
}

View File

@ -139,13 +139,13 @@ FORCEINLINE void CHostState::FrameUpdate(CHostState* pHostState, double flCurren
}
case HostStates_t::HS_GAME_SHUTDOWN:
{
DevMsg(eDLL_T::ENGINE, __FUNCTION__": Shutdown host game\n");
DevMsg(eDLL_T::ENGINE, "%s: Shutdown host game\n", __FUNCTION__);
CHostState_State_GameShutDown(g_pHostState);
break;
}
case HostStates_t::HS_RESTART:
{
DevMsg(eDLL_T::ENGINE, __FUNCTION__": Restarting state machine\n");
DevMsg(eDLL_T::ENGINE, "%s: Restarting state machine\n", __FUNCTION__);
#ifndef DEDICATED
CL_EndMovie();
#endif // !DEDICATED
@ -155,7 +155,7 @@ FORCEINLINE void CHostState::FrameUpdate(CHostState* pHostState, double flCurren
}
case HostStates_t::HS_SHUTDOWN:
{
DevMsg(eDLL_T::ENGINE, __FUNCTION__": Shutdown state machine\n");
DevMsg(eDLL_T::ENGINE, "%s: Shutdown state machine\n", __FUNCTION__);
#ifndef DEDICATED
CL_EndMovie();
#endif // !DEDICATED
@ -357,7 +357,7 @@ FORCEINLINE void CHostState::GameShutDown(void)
//-----------------------------------------------------------------------------
FORCEINLINE void CHostState::State_NewGame(void)
{
DevMsg(eDLL_T::ENGINE, __FUNCTION__": Loading level: '%s'\n", g_pHostState->m_levelName);
DevMsg(eDLL_T::ENGINE, "%s: Loading level: '%s'\n", __FUNCTION__, g_pHostState->m_levelName);
LARGE_INTEGER time{};
uint16_t nSplitScreenPlayers = m_nSplitScreenPlayers;
@ -373,7 +373,7 @@ FORCEINLINE void CHostState::State_NewGame(void)
if (!CModelLoader__Map_IsValid(g_pModelLoader, m_levelName) // Check if map is valid and if we can start a new game.
|| !Host_NewGame(m_levelName, nullptr, m_bBackgroundLevel, nSplitScreenPlayers, time) || !g_pServerGameClients)
{
Error(eDLL_T::ENGINE, NO_ERROR, __FUNCTION__": Error: Level not valid\n");
Error(eDLL_T::ENGINE, NO_ERROR, "%s: Error: Level not valid\n", __FUNCTION__);
#ifndef DEDICATED
SCR_EndLoadingPlaque();
#endif // !DEDICATED
@ -395,7 +395,7 @@ FORCEINLINE void CHostState::State_NewGame(void)
//-----------------------------------------------------------------------------
FORCEINLINE void CHostState::State_ChangeLevelSP(void)
{
DevMsg(eDLL_T::ENGINE, __FUNCTION__": Changing singleplayer level to: '%s'\n", m_levelName);
DevMsg(eDLL_T::ENGINE, "%s: Changing singleplayer level to: '%s'\n", __FUNCTION__, m_levelName);
m_flShortFrameTime = 1.5; // Set frame time.
if (CModelLoader__Map_IsValid(g_pModelLoader, m_levelName)) // Check if map is valid and if we can start a new game.
@ -404,7 +404,7 @@ FORCEINLINE void CHostState::State_ChangeLevelSP(void)
}
else
{
Error(eDLL_T::ENGINE, NO_ERROR, __FUNCTION__": Error: Unable to find level: '%s'\n", m_levelName);
Error(eDLL_T::ENGINE, NO_ERROR, "%s: Error: unable to find level: '%s'\n", __FUNCTION__, m_levelName);
}
m_iCurrentState = HostStates_t::HS_RUN; // Set current state to run.
@ -421,7 +421,7 @@ FORCEINLINE void CHostState::State_ChangeLevelSP(void)
//-----------------------------------------------------------------------------
FORCEINLINE void CHostState::State_ChangeLevelMP(void)
{
DevMsg(eDLL_T::ENGINE, __FUNCTION__": Changing multiplayer level to: '%s'\n", m_levelName);
DevMsg(eDLL_T::ENGINE, "%s: Changing multiplayer level to: '%s'\n", __FUNCTION__, m_levelName);
m_flShortFrameTime = 0.5; // Set frame time.
#ifndef CLIENT_DLL
@ -436,7 +436,7 @@ FORCEINLINE void CHostState::State_ChangeLevelMP(void)
}
else
{
Error(eDLL_T::ENGINE, NO_ERROR, __FUNCTION__": Error: Unable to find level: '%s'\n", m_levelName);
Error(eDLL_T::ENGINE, NO_ERROR, "%s: Error: unable to find level: '%s'\n", __FUNCTION__, m_levelName);
}
m_iCurrentState = HostStates_t::HS_RUN; // Set current state to run.

View File

@ -941,7 +941,7 @@ FORCEINLINE void StoreAligned3SIMD(VectorAligned* RESTRICT pSIMD, const fltx4& a
// pDestination[0], pDestination[1], pDestination[2], pDestination[3]
// The Vectors are assumed to be unaligned.
FORCEINLINE void StoreFourUnalignedVector3SIMD(fltx4 a, fltx4 b, fltx4 c, FLTX4 d, // first three passed by copy (deliberate)
Vector* const pDestination)
Vector3D* const pDestination)
{
StoreUnaligned3SIMD(pDestination->Base(), a);
StoreUnaligned3SIMD((pDestination + 1)->Base(), b);
@ -955,7 +955,7 @@ FORCEINLINE void StoreFourUnalignedVector3SIMD(fltx4 a, fltx4 b, fltx4 c, FLTX4
// The Vectors are assumed to start on an ALIGNED address, that is,
// pDestination is 16-byte aligned (though obviously pDestination+1 is not).
FORCEINLINE void StoreFourAlignedVector3SIMD(fltx4 a, fltx4 b, fltx4 c, FLTX4 d, // first three passed by copy (deliberate)
Vector* const pDestination)
Vector3D* const pDestination)
{
StoreUnaligned3SIMD(pDestination->Base(), a);
StoreUnaligned3SIMD((pDestination + 1)->Base(), b);
@ -1975,7 +1975,7 @@ FORCEINLINE fltx4 LoadGatherSIMD(const float& x, const float& y, const float& z,
// pDestination[0], pDestination[1], pDestination[2], pDestination[3]
// The Vectors are assumed to be unaligned.
FORCEINLINE void StoreFourUnalignedVector3SIMD(fltx4 a, fltx4 b, fltx4 c, FLTX4 d, // first three passed by copy (deliberate)
Vector* const pDestination)
Vector3D* const pDestination)
{
StoreUnaligned3SIMD(pDestination->Base(), a);
StoreUnaligned3SIMD((pDestination + 1)->Base(), b);
@ -1989,7 +1989,7 @@ FORCEINLINE void StoreFourUnalignedVector3SIMD(fltx4 a, fltx4 b, fltx4 c, FLTX4
// The Vectors are assumed to start on an ALIGNED address, that is,
// pDestination is 16-byte aligned (though obviously pDestination+1 is not).
FORCEINLINE void StoreFourAlignedVector3SIMD(fltx4 a, fltx4 b, fltx4 c, FLTX4 d, // first three passed by copy (deliberate)
Vector* const pDestination)
Vector3D* const pDestination)
{
StoreUnaligned3SIMD(pDestination->Base(), a);
StoreUnaligned3SIMD((pDestination + 1)->Base(), b);
@ -3029,7 +3029,7 @@ FORCEINLINE void StoreAligned3SIMD(VectorAligned* RESTRICT pSIMD, const fltx4& a
// pDestination[0], pDestination[1], pDestination[2], pDestination[3]
// The Vectors are assumed to be unaligned.
FORCEINLINE void StoreFourUnalignedVector3SIMD(fltx4 a, fltx4 b, fltx4 c, FLTX4 d, // first three passed by copy (deliberate)
Vector* const pDestination)
Vector3D* const pDestination)
{
// since four Vec3s == 48 bytes, we can use full-vector stores here, so long as
// we arrange the data properly first.
@ -3054,7 +3054,7 @@ FORCEINLINE void StoreFourUnalignedVector3SIMD(fltx4 a, fltx4 b, fltx4 c, FLTX4
// The Vectors are assumed to start on an ALIGNED address, that is,
// pDestination is 16-byte aligned (though obviously pDestination+1 is not).
FORCEINLINE void StoreFourAlignedVector3SIMD(fltx4 a, fltx4 b, fltx4 c, FLTX4 d, // first three passed by copy (deliberate)
Vector* const pDestination)
Vector3D* const pDestination)
{
// since four Vec3s == 48 bytes, we can use full-vector stores here, so long as
// we arrange the data properly first.
@ -4986,7 +4986,7 @@ public:
}
#if !defined(__SPU__)
/// Store a FourVectors into four NON-CONTIGUOUS Vector*'s.
/// Store a FourVectors into four NON-CONTIGUOUS Vector3D*'s.
FORCEINLINE void StoreUnalignedVector3SIMD(Vector3D* RESTRICT out0, Vector3D* RESTRICT out1, Vector3D* RESTRICT out2, Vector3D* RESTRICT out3) const;
#endif
@ -5299,7 +5299,7 @@ FORCEINLINE FourVectors VectorNormalizeFast(const FourVectors& src)
}
#if !defined(__SPU__)
/// Store a FourVectors into four NON-CONTIGUOUS Vector*'s.
/// Store a FourVectors into four NON-CONTIGUOUS Vector3D*'s.
FORCEINLINE void FourVectors::StoreUnalignedVector3SIMD(Vector3D* RESTRICT out0, Vector3D* RESTRICT out1, Vector3D* RESTRICT out2, Vector3D* RESTRICT out3) const
{
#ifdef _X360