[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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