[sldev] Optimization target: Avatar skinning, LLViewerJointMesh,
matrix multiply
James Cook
james at lindenlab.com
Sat Apr 14 14:39:43 PDT 2007
Sadly, Second Life currently supports processors that don't have SSE.
So I need to be able to have code chosen at runtime based on whether or
not we detect SSE. I don't know how to use the compiler's
auto-vectorizer in this situation. I suspect I need to set up a
function pointer at runtime and call a special SSE version.
I wrote an SSE version on my Mac this morning and it was slower than the
compiler generated version. :-(
James
Callum Lerwick wrote:
> On Sat, 2007-04-14 at 08:17 -0700, James Cook wrote:
>> My next step is to try to speed up this math using SSE instructions.
>> References I found online suggest SSE can double the speed of Vector3
>> Matrix4 multiplies. If anyone here has experience with SSE, I could
>> sure use some advice.
>>
>> I think the matrix lerp() math can also be done with SSE.
>
> Use the auto-vectorizer, Luke.
>
>
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