SSE implementation

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SSE implementation

Postby jromang » Fri Sep 28, 2007 12:16 pm

Started the SSE implementation ; there is a lot of memory alignment issues !
Here is the first SSE-ed render (still buggy - problems with trianglemeshes), but I'm proud of it because it renders without segfaults :mrgreen:
No much time for programming this weekend, I hope I will have time next week to solve the mesh bugs.
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Re: SSE implementation

Postby jromang » Sun Sep 30, 2007 12:51 pm

Okay finished SSE implementation and testing for base geometric classes : all is working but finally bad news :(
When using it on Point and Vector classes, realignment and shuffles kills the speedup, so it's useless here.
When using it on matrix muls, i see a 2/4% difference on my Athlon X2 in 64bit mode, sometimes better, sometimes worse, depending the scene being rendered.

Conclusion :
-Matrix muls/transformations aren't the main performance bottleneck in Lux
Or
-My SSE implementation sucks :mrgreen: (my muls should be 100% faster than the original ones)

I will profile Lux this week to see where it REALLY looses time, instead of optimizing where I THINK it looses time :roll:
I will also upload my changes on the CVS for testing on other processors (maybe we will notice something better on an Intel Core)
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