text: /*
  ===========================================================================
  Copyright (C) 2011 Thilo Schulz <thilo@tjps.eu>
  
  This file is part of Quake III Arena source code.
  
  Quake III Arena source code is free software; you can redistribute it
  and/or modify it under the terms of the GNU General Public License as
  published by the Free Software Foundation; either version 2 of the License,
  or (at your option) any later version.
  
  Quake III Arena source code is distributed in the hope that it will be
  useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  GNU General Public License for more details.
  
  You should have received a copy of the GNU General Public License
  along with Quake III Arena source code; if not, write to the Free Software
  Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
  ===========================================================================
  */
  
  #include "qasm-inline.h"
  #include "../qcommon/q_shared.h"
  
  /*
   * GNU inline asm version of qsnapvector
   * See MASM snapvector.asm for commentary
   */
  
  static unsigned char ssemask[16] __attribute__((aligned(16))) =
  {
  	"\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\x00\x00\x00\x00"
  };
  
  void qsnapvectorsse(vec3_t vec)
  {
  	__asm__ volatile
  	(
  		"movaps (%0), %%xmm1\n"
  		"movups (%1), %%xmm0\n"
  		"movaps %%xmm0, %%xmm2\n"
  		"andps %%xmm1, %%xmm0\n"
  		"andnps %%xmm2, %%xmm1\n"
  		"cvtps2dq %%xmm0, %%xmm0\n"
  		"cvtdq2ps %%xmm0, %%xmm0\n"
  		"orps %%xmm1, %%xmm0\n"
  		"movups %%xmm0, (%1)\n"
  		:
  		: "r" (ssemask), "r" (vec)
  		: "memory", "%xmm0", "%xmm1", "%xmm2"
  	);
  	
  }
  
  #define QROUNDX87(src) \
  	"flds " src "\n" \
  	"fistpl " src "\n" \
  	"fildl " src "\n" \
  	"fstps " src "\n"	
  
  void qsnapvectorx87(vec3_t vec)
  {
  	__asm__ volatile
  	(
  		QROUNDX87("(%0)")
  		QROUNDX87("4(%0)")
  		QROUNDX87("8(%0)")
  		:
  		: "r" (vec)
  		: "memory"
  	);
  }
  