From: $3 B. <3d...@ca...> - 2011-05-02 12:11:34
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The last time I checked 16-byte alignment was not an option with DirectX 7. DX8 and above should all support the 16-byte alignment option on textures. On Mon, May 2, 2011 at 6:15 AM, James Wise <jam...@gm...> wrote: > Well i'm hoping to use the SSE3 load that allows for unaligned loads :) > However i'm kind of surprised to hear that the textures are not 16-bit > aligned. > Is it possibly to make them aligned when they are assigned? > > I expect that the speed will vary greatly among processor families, but > that SSE 2/3 would most likely be faster on recent procs, basically anything > core Based or onwards would favor SSE. Obviously i will do some testing to > confirm any speed-ups, but the ability to process 8 pixels a cycle vs 4. > should be a pretty easy speedup. > > Having said all that it is also an chance to get familiar with tzt and SSE > code again. > Also and future 64-bit port would need to be SSEx, so it's another small > step in that direction. > (64-bit has twice as many SSE2 Regs, so thats another double in speed when > we do that) > > Thanks for the info though :) > > - James > > > > > Just so it's said... I would not assume that SSE2 is faster than ASM/MMX > in all instances, especially since the textures are not 16 byte aligned > (unless that has changed). Anytime I was coding "speed enhancements" I > would always run some real world tests to gauge the speed of the new code > against the old code. The speeds may vary across processor families, too, > but I would not expect anyone to spend too much time running all the > permutations. > > Cheers, > > Dave\Esotic > > > > On Wed, Apr 27, 2011 at 6:14 AM, James Wise <jam...@gm...> wrote: > >> Hey All, Plexus, >> >> > Got the same problem. That's why I concentrated on doing >> > "Janitor"-Work and GUI stuff at first. >> > But after the 1.6 release I have mostly DX9, 888, 64bit stuff on the >> > ToDo list. >> > (I wouldn't go above DX9 to still support XP) >> Like i said before i'm not big on the GUI layout, would be open to >> alternate suggestions? >> I like some of the changes, not all of them though. >> i could easily do up an image for others to critique/comment? >> >> Personally i think a clean break between the existing version, and a >> newer 64-bit version would be a good idea. >> Although i would think that any new 64bit, 888, version should be based >> on newer tech like windows7. >> I don't know many/any? people running 64-bit winXP systems? Given the >> amount of time such a project will take ie. likely a year or so >> I think that targeting windows7_64 is the best bet. Also we could get >> rid of GDI dependency easily then. >> >> > >> > Except for one big issue: The Clone Window Resizing (could be a movie >> > title :) >> > Thats on top if the list. The quality and resolution of video >> > projectors has improved much, so the poor resizing is really obvious >> > now and pretty annoying. >> > >> > Unfortunately, I have no idea what's the best way to do that. If >> > anyone has a good idea, please tell me. >> > >> Have you seen my post on the forums on sourceforge? >> I found a codeproject webpage that outlines a method of doing >> anti-aliased upscaling via GDI+/GDI >> I'm not sure how well it would perform but i think that this method >> would be a very easy way to increase the upscale quality >> >> >> http://www.codeproject.com/Tips/77955/GDIplus-Replacement-for-StretchBlt-With-Anti-Alias.aspx >> >> >> I'm still working on moving some of the asm/mmx code to SSE2, but it's >> slow going at the moment. >> >> Cheers, >> James / vj PiedPiper >> >> >> >> >> ------------------------------------------------------------------------------ >> WhatsUp Gold - Download Free Network Management Software >> The most intuitive, comprehensive, and cost-effective network >> management toolset available today. Delivers lowest initial >> acquisition cost and overall TCO of any competing solution. >> http://p.sf.net/sfu/whatsupgold-sd >> _______________________________________________ >> Opentzt-developers mailing list >> Ope...@li... >> https://lists.sourceforge.net/lists/listinfo/opentzt-developers >> > > > |