[sldev] SSE/Vector stuff

Dzonatas dzonatas at dzonux.net
Sun Jul 8 08:22:47 PDT 2007


Probably easier just to define _M_IX86_FP in the VS2003 project files 
and only for the llviewerjointmesh_sse.cpp and 
llviewerjointmesh_sse2.cpp files. That would avoid any extra changes to 
the source  and remain easily portable.

Dirk Moerenhout wrote:
> 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/
>>
>>
>>
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