Hi Roman,

thanks for your work on the SSE implementation, looks great!

>
>    - *C++11* is now required for vectorized code (sse/sse2).* (needed for
>    the next change)*
>       - If compiler does not support *C++11* (e.g. gcc < 4.7),
*SSE*/*SSE2*
>       hand-vectorized code will not be compiled.

Do you know if this works with Visual Studio? There are some people
using VS2013 to compile lensfun.

>    - There was two identical *ModifyColor_DeVignetting_PA_SSE2* functions,
>    that only were different in loading/storing part (alignment issues), i
>    was able to collapse them to 1 function with help of *C++11 Lambdas*.

Perfect!

>    - With CMAKE_BUILD_TYPE Debug,
*ModifyColor_DeVignetting_PA_Select_SSE* is
>    *slower* than previous non-vectorized code.

That may happen...

>    - For lf_f32 pixel type, there seems to be no difference in performance
>    between version of code using *C++11 Lambdas* and old *two-function
>    approach*.
>    - With CMAKE_BUILD_TYPE Debug,
*ModifyColor_DeVignetting_PA_Select_SSE* is
>    *~1.4 times faster* than previous non-vectorized code.
>

Looks good. Did you compare the hand optimized SSE code with normal code
and -O3 optimization?

Currently I am restructuring the source tree a bit and also started to
implement a test suite for lensfun. I will post more information on this
probably at the weekend. Would be great if we could also add some
performance testing to see where further bottle necks are hidden in the
code. And we should add some tests to verify that SSE code and normal
code both give accurate results. Maybe you can help to write tests for
the vignetting part?

Sebastian

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