Add floating-point exception handler trap for Windows (MSVC). Now you can set breakpoint on fpe_handler on Windows too when debugging floating-point funkyness.

This commit is contained in:
Nathan Letwory 2010-05-26 23:03:25 +00:00
parent d400c083b8
commit 31fe70019d

@ -142,8 +142,8 @@ char blender_path[FILE_MAXDIR+FILE_MAXFILE] = BLENDERPATH;
/* Initialise callbacks for the modules that need them */
static void setCallbacks(void);
/* on linux set breakpoints here when running in debug mode, useful to catch floating point errors */
#if defined(__sgi) || defined(__linux__) || OSX_SSE_FPE
/* set breakpoints here when running in debug mode, useful to catch floating point errors */
#if defined(__sgi) || defined(__linux__) || defined(_WIN32) || OSX_SSE_FPE
static void fpe_handler(int sig)
{
// printf("SIGFPE trapped\n");
@ -362,21 +362,24 @@ static int debug_mode(int argc, char **argv, void *data)
static int set_fpe(int argc, char **argv, void *data)
{
#if defined(__sgi) || defined(__linux__) || OSX_SSE_FPE
#if defined(__sgi) || defined(__linux__) || defined(_WIN32) || OSX_SSE_FPE
/* zealous but makes float issues a heck of a lot easier to find!
* set breakpoints on fpe_handler */
signal(SIGFPE, fpe_handler);
#if defined(__linux__) && defined(__GNUC__)
# if defined(__linux__) && defined(__GNUC__)
feenableexcept(FE_DIVBYZERO | FE_INVALID | FE_OVERFLOW );
#else
#if OSX_SSE_FPE
# endif /* defined(__linux__) && defined(__GNUC__) */
# if OSX_SSE_FPE
/* OSX uses SSE for floating point by default, so here
* use SSE instructions to throw floating point exceptions */
_MM_SET_EXCEPTION_MASK(_MM_MASK_MASK &~
(_MM_MASK_OVERFLOW|_MM_MASK_INVALID|_MM_MASK_DIV_ZERO));
#endif /* OSX_SSE_FPE */
#endif /* defined(__linux__) && defined(__GNUC__) */
# endif /* OSX_SSE_FPE */
# if defined(_WIN32) && defined(_MSC_VER)
_controlfp_s(NULL, 0, _MCW_EM); /* enables all fp exceptions */
_controlfp_s(NULL, _EM_DENORMAL | _EM_UNDERFLOW | _EM_INEXACT, _MCW_EM); /* hide the ones we don't care about */
# endif /* _WIN32 && _MSC_VER */
#endif
return 0;