d3dx9: Avoid expensive computations

Nozomi Kodama nozomi.kodama at yahoo.com
Mon Feb 25 05:34:54 CST 2013


Rico, 

can you give a try to this patch?
If it is slightly slower than native, we could at first merge it.


Anyway, if the application is well coded, this function should not be called often. Usually an application uses transformations matrices that are a lot easier to inverse

Nozomi




________________________________
 De : Henri Verbeet <hverbeet at gmail.com>
À : Rico Schüller <kgbricola at web.de> 
Cc : wine-devel at winehq.org; Nozomi Kodama <nozomi.kodama at yahoo.com> 
Envoyé le : Lundi 25 février 2013 0h08
Objet : Re: d3dx9: Avoid expensive computations
 
On 25 February 2013 10:24, Rico Schüller <kgbricola at web.de> wrote:
> I did some small tests for speed with the following results. You may also
> avoid such a lot of variable assignments like *pout = out and you may use 4
> vecs instead. This should save ~48 assignments and it should also improve
> the speed a bit more (~10%). Though, native is still 40% faster than that.
>
I'd somewhat expect native to use SSE versions of this kind of thing
when the CPU supports those instructions. You also generally want to
pay attention to the order in which you access memory, although
perhaps it doesn't matter so much here because an entire matrix should
be able to fit in a single cacheline, provided it's properly aligned.
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