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Some AVX2 / SSE2 optimization for llface.cpp 
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Joined: 2009-03-17 18:42:51
Posts: 4405
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Yeah, it looks like a math overflow or something in that vein... The copy you sent to me is no-mod, so I cannot verify, but there might be a zero in the texture repeats per face or something like that...

EDIT: Found the bug in Kathrine's SSE2 code: a _mm_add_ps used for tvv instead of _mm_sub_ps...


2020-11-01 23:53:22
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Joined: 2016-06-19 21:33:37
Posts: 198
Location: San Francisco bay area, CA, USA
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Henri Beauchamp wrote:
Yeah, it looks like a math overflow or something in that vein... The copy you sent to me is no-mod, so I cannot verify, but there might be a zero in the texture repeats per face or something like that...
I'll send you a mod version. I wondered if you might need that to experiment. I have never given anyone anything that I have crafted before, so I'm a bit of a novice...even as 'SL-old' as I am.


2020-11-02 00:27:27
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Joined: 2009-03-17 18:42:51
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No need any more: found the bug (see my edit above). Thank you ! :D


2020-11-02 00:30:11
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Joined: 2016-06-19 21:33:37
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Location: San Francisco bay area, CA, USA
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Henri Beauchamp wrote:
No need any more: found the bug (see my edit above). Thank you ! :D
Oops. I guess I didn't refresh soon enough. :)


2020-11-02 00:31:47
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Fixed patch:


Attachments:
llface-opts-fixed.patch.gz [1.34 KiB]
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2020-11-02 00:32:18
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Joined: 2016-06-19 21:33:37
Posts: 198
Location: San Francisco bay area, CA, USA
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Henri Beauchamp wrote:
Fixed patch:
Thanks, I'll give it a try.

*Edit: I have applied the new patch, built and can verify that corrects the texture orientation issue that I had.


2020-11-02 00:33:41
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