Searched refs:FPS (Results 1 – 3 of 3) sorted by relevance
60 struct FPS : public MachineFunctionPass { struct62 FPS() : MachineFunctionPass(ID) { in FPS() argument302 char FPS::ID = 0;319 bool FPS::runOnMachineFunction(MachineFunction &MF) { in runOnMachineFunction()502 void FPS::setupBlockStack() { in setupBlockStack()537 void FPS::finishBlockStack() { in finishBlockStack()828 void FPS::popStackAfter(MachineBasicBlock::iterator &I) { in popStackAfter()944 void FPS::shuffleStackTop(const unsigned char *FixStack, in shuffleStackTop()968 void FPS::handleCall(MachineBasicBlock::iterator &I) { in handleCall()1005 void FPS::handleReturn(MachineBasicBlock::iterator &I) { in handleReturn()[all …]
6 0 string ACMP Map file for the AssaultCube FPS game8 0 string MAPZ) Map file for the Blood Frontier/Red Eclipse FPS games
94 #define TC (FPS+1) /* 48 */