2 Dec 2003 14:41
Re: Windows build broken :/
Keith Harrison <Keithhar <at> btinternet.com>
2003-12-02 13:41:09 GMT
2003-12-02 13:41:09 GMT
----- Original Message ----- From: "Karl Schultz" <k.w.schultz <at> comcast.net> To: <matt <at> niblet.co.uk>; "Keith Whitwell" <keith <at> tungstengraphics.com> Cc: <mesa3d-dev <at> lists.sourceforge.net> Sent: Monday, December 01, 2003 6:43 PM Subject: RE: [Mesa3d-dev] Windows build broken :/ > >We could just disable the assembler dispatch under Windows. Serves them right. Grrrr. You're off my Christmas Card list.(Continue reading)> We never used assembler dispatch under Windows as far as I know. Assembler dispatch on Windows used to work just fine, and made a big difference to call-heavy apps. If it's broken in the current Mesa source base then it's been broken somewhere down the line. GLDirect utilised the asm dispatch code and X86, 3DNow and SSE asm fastpaths. This code made a significant difference in Mesa performance in the heaps of Win32 GL apps that SciTech and I tested with. OK, so it required some voodoo incantations within my VC6 project files in order to preprocess and compile the .S asm code, but it did actually work. Whomever wrote the asm code should receive the recognition that they deserve.
Regards, Keith Harrison
> We never used assembler dispatch under Windows as far as I know.
Assembler dispatch on Windows used to work just fine, and made a big
difference to call-heavy apps. If it's broken in the current Mesa source
base then it's been broken somewhere down the line.
GLDirect utilised the asm dispatch code and X86, 3DNow and SSE asm
fastpaths. This code made a significant difference in Mesa performance in
the heaps of Win32 GL apps that SciTech and I tested with. OK, so it
required some voodoo incantations within my VC6 project files in order to
preprocess and compile the .S asm code, but it did actually work.
Whomever wrote the asm code should receive the recognition that they
deserve.
Regards,
Keith Harrison
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