[sldev] Optimization target: Avatar skinning, LLViewerJointMesh, matrix multiply

Laurent Laborde kerdezixe at gmail.com
Sat Apr 14 14:50:34 PDT 2007


On 4/14/07, James Cook <james at lindenlab.com> wrote:
> 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.  :-(

Shark is able to show you where you could optimize the code. (with
warning like : use SSE here, you're doing something slow here you
should use do this or that, ...)
I don't know how efficient it is.

Did you tried ?

-- 
kerunix Flan.


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