the builtins are only used when using GCC or clang, of course, otherwise
the usual shifting is done.
Them being inline functions instead of macros increases type safety
and gets rid of problems with signed shifts.
Changed two places in the code that swapped bytes in 32bit ints to use
BYTESWAP32_unsigned() instead - in case of PrepareTexture() this has
probably even fixed issues with signed shifts
- clobber the whole x87 state for mmx (emms alone requires this)
- add all modified registers to clobber list
(in some cases use dummy output vars instead)
- use symbolic names
- use more relaxed constraints where possible
- allow gcc to allocate ebx replacement reg
Touches a lot of code to remove long constants like "1L", so this patch is
large and ugly, but I think it makes all those Clamp() calls look nicer in
the long run.
Most of the game is 64-bit clean, since we can build without assembly code
now. I've marked the things that are obviously still wrong with STUBBED lines.
That being said: a 64-bit build can already run the demos mostly correctly,
so we're actually almost there!
There are a few obvious things that are obviously wrong, to be fixed.
I dislike having to do this, but Clang sees them as unused and removes them
from the object file, causing linking to fail.
The real solution here is to remove all the assembly code because it's 2016
and this game doesn't have to run on 133MHz Pentium now. :)
This was a _ton_ of changes, made 15 years ago, so there are probably some
problems to work out still.
Among others: Engine/Base/Stream.* was mostly abandoned and will need to be
re-ported.
Still, this is a pretty good start, and probably holds a world record for
lines of changes or something. :)