Re: d3dx9: Avoid expensive computations

2013-02-27 Thread Matteo Bruni
n 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 >> *À :* Rico Schü

Re: d3dx9: Avoid expensive computations

2013-02-26 Thread Rico Schüller
se Nozomi *De :* Henri Verbeet *À :* Rico Schüller *Cc :* wine-devel@winehq.org; Nozomi Kodama *Envoyé le :* Lundi 25 février 2013 0h08 *Objet :* Re: d3dx9: Avoid expensive computations On 25 February 2013 10:24, Rico Schüller mailto:kgbric...@web.de>> wrote: > I d

Re: d3dx9: Avoid expensive computations

2013-02-26 Thread David Laight
On Mon, Feb 25, 2013 at 11:08:02AM +0100, Henri Verbeet wrote: > On 25 February 2013 10:24, Rico Sch?ller 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 shou

Re: d3dx9: Avoid expensive computations

2013-02-25 Thread Henri Verbeet
On 25 February 2013 12:26, Rico Schüller wrote: > Is there a reason why we don't use sse instructions? Or did just no one had > a look at it yet? I think on the one hand there hasn't been much of a need so far, and on the other hand you'd probably need something along the lines of STT_GNU_IFUNC t

Re: d3dx9: Avoid expensive computations

2013-02-25 Thread Nozomi Kodama
De : Henri Verbeet À : Rico Schüller Cc : wine-devel@winehq.org; Nozomi Kodama Envoyé le : Lundi 25 février 2013 0h08 Objet : Re: d3dx9: Avoid expensive computations On 25 February 2013 10:24, Rico Schüller wrote: > I did some small tests for speed with

Re: d3dx9: Avoid expensive computations

2013-02-25 Thread Rico Schüller
On 25.02.2013 11:08, Henri Verbeet wrote: On 25 February 2013 10:24, Rico Schüller 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 s

Re: d3dx9: Avoid expensive computations

2013-02-25 Thread Henri Verbeet
On 25 February 2013 10:24, Rico Schüller 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 mo

Re: d3dx9: Avoid expensive computations

2013-02-25 Thread Rico Schüller
On 25.02.2013 06:03, Nozomi Kodama wrote: +out.u.m[2][i] = v.z / signed_det; +out.u.m[3][i] = v.w / signed_det; } *pout = out; While you are at it, you may fix the indentation of out*, "}", "*pout = out;" and "return pout;". > signed_det = (i % 2)? -det: det; Couldn't you