May 16, 2002
Walter, you should definitely check this shit out.

----- Original Message -----
To: <sweng-gamedev@midnightryder.com>
Sent: Wednesday, May 15, 2002 3:56 PM
Subject: Re: [sweng-gamedev] Using vector assembly/intrinsics cleverly?


> VectorC is exactly what you want.
>
> http://www.codeplay.com/vectorc/feat-vec.html
>
> ----- Original Message -----
> To: <sweng-gamedev@midnightryder.com>
> Sent: Wednesday, May 15, 2002 3:57 PM
> Subject: [sweng-gamedev] Using vector assembly/intrinsics cleverly?
>
>
> The question I have is if anyone out there know of a good way of using the
3DNow/SSE instruction set / intrinsics in a platform
> independent kind of way? That is, I want one exe for both (or all three,
if we count the ones without either) and INLINE vector /
> matrix class members. It's important that the vector members are inlined
because otherwise the compiler cant optimise egister
> allocation over the calls. As in:
>
> Vect a,b; <- some cool values
> a *= 12.0f;
> b += a;
> b /= 13.0f;
>
> Here we want the compiler to leave a & b in registers the whole time,
which is not possible if the operators are not inlined.
>
> Solutions that have occured to me is:
> 1) Build different exe's append together and use a launcher. (somehow)
> 2) Only use SSE/3DNow in larger modules and use function pointers /
switches.
> 3) Dont use them at all.
>
> any suggestions welcome!
>
> cheers



May 16, 2002
Thanks, I did. I think it clearly shows C's weaknesses in being able to handle vector operations.

"Sean L. Palmer" <spalmer@iname.com> wrote in message news:abvjn7$1eck$1@digitaldaemon.com...
> Walter, you should definitely check this shit out.
>
> ----- Original Message -----
> To: <sweng-gamedev@midnightryder.com>
> Sent: Wednesday, May 15, 2002 3:56 PM
> Subject: Re: [sweng-gamedev] Using vector assembly/intrinsics cleverly?
>
>
> > VectorC is exactly what you want.
> >
> > http://www.codeplay.com/vectorc/feat-vec.html
> >
> > ----- Original Message -----
> > To: <sweng-gamedev@midnightryder.com>
> > Sent: Wednesday, May 15, 2002 3:57 PM
> > Subject: [sweng-gamedev] Using vector assembly/intrinsics cleverly?
> >
> >
> > The question I have is if anyone out there know of a good way of using
the
> 3DNow/SSE instruction set / intrinsics in a platform
> > independent kind of way? That is, I want one exe for both (or all three,
> if we count the ones without either) and INLINE vector /
> > matrix class members. It's important that the vector members are inlined
> because otherwise the compiler cant optimise egister
> > allocation over the calls. As in:
> >
> > Vect a,b; <- some cool values
> > a *= 12.0f;
> > b += a;
> > b /= 13.0f;
> >
> > Here we want the compiler to leave a & b in registers the whole time,
> which is not possible if the operators are not inlined.
> >
> > Solutions that have occured to me is:
> > 1) Build different exe's append together and use a launcher. (somehow)
> > 2) Only use SSE/3DNow in larger modules and use function pointers /
> switches.
> > 3) Dont use them at all.
> >
> > any suggestions welcome!
> >
> > cheers
>
>
>