[sldev] SSE/Vector stuff
Dirk Moerenhout
blakar at gmail.com
Sun Jul 8 07:10:54 PDT 2007
In llv4math.h remove the "&& _M_IX86_FP"
Make sure you have SSE enabled for llviewerjointmesh_sse.cpp and SSE2
for llviewerjointmesh_sse2.cpp. Compile and then run with the vertex
shaders turned off. In your log files you'll see the result of the
benchmarks. It switches between normal and SSE and makes 10
comparisons. After that it'll record the best one as default.
If you'd turn vertex shaders off without removing the dependency on
the _M_IX86_FP macro you should see that it doesn't find a real
benefit in using SSE.
Dirk aka Blakar Ogre
On 7/8/07, Nicholaz Beresford <nicholaz at blueflash.cc> wrote:
>
> Dirk Moerenhout wrote:
> > Missing that _M_IX86_FP doesn't exist for VS2003 would happen to most
> > of us. I just got lucky that I spotted it while browsing the info.
> >
> > I turned of my vertex shaders and let the program do a full run of
> > tests. The SSE2 code was notably faster and got picked correctly.
> > Seems to work fine when compiled with VS2005.
> >
> > For VS2003 you'll just have to assume people compile with correct arch
> > cause I don't see a good way to detect arch during the compile. In the
> > end if they don't set the correct arch it simply will not compile at
> > all in such a case as it'll error out on the intrinsics.
>
> Well, I have VS2003. If anyone tells me what exactly I need to do and
> where to look, I'll try and see what results it will have.
>
>
> Nick
>
>
> Second Life from the inside out:
> http://nicholaz-beresford.blogspot.com/
>
>
>
More information about the SLDev
mailing list