Commit History

Author SHA1 Message Date
  Eugene Kozlov c93d95854d Add helper getters for Matrix3, Matrix3x4, Matrix4. Minor style and typo fixes. 8 years ago
  urho3d-travis-ci ee054a1507 Travis CI: bump copyright to 2017. 9 years ago
  Yao Wei Tjong 姚伟忠 c675421464 Normal comment to doxygen comment using regex + manual correction. 9 years ago
  urho3d-travis-ci c4f6f315ff Travis CI: bump copyright to 2016. 10 years ago
  Jukka Jylänki 811712e141 Work around VS2010 compiler bug with SSE and copy construction/assignment misalignment. Closes #1044. 10 years ago
  Jukka Jylänki 04dbf71e71 Work around bug #1053 (https://connect.microsoft.com/VisualStudio/feedback/details/2053175) by replacing the SSE1 specific _mm_ucomige_ss() with SSE2 specific _mm_cvtsi128_si32(_mm_castps_si128(c)) == -1. Given that URHO3D_SSE is targeting SSE2, this workaround has no drawbacks. Closes #1053. 10 years ago
  Jukka Jylänki e28a678914 Optimize away some uses of _MM_TRANSPOSE4_PS(), to remove two shuffles, two movs and replace shufps with the lighter movehl/lh and unpacks. Also do vector loads and stores manually in BoundingBox::Transformed() to avoid VS2015 from generating dirty asm code for the function. This has a few percent improvement on the heavy BoundingBox::Transformed() function call. 10 years ago
  Lasse Öörni af5a14c3d9 Mark potentially dangerous math class constructors explicit. Closes #947. 10 years ago
  Jukka Jylänki 4ffff7ab4c SSE optimize Matrix3x4 construction from translation, rotation and scale. 10 years ago
  Jukka Jylänki 3ac2cb6e37 Avoid depending on 64-bit only function _mm_cvtsi128_si64() in Matrix operator == to allow targeting 32-bit as well. 10 years ago
  Jukka Jylänki 0107a0bf75 SSE optimize Urho3D/Math/Matrix3x4.h and Urho3D/Math/Matrix4.h. These yield a ~3% improvement in 06_SkeletalAnimation sample with 2000 Jacks in it. 10 years ago
  Jukka Jylänki 3ad9ba306d SSE optimize matrix-matrix multiplications when URHO3D_SSE is enabled. These constitute 7.82% of 06_SkeletalAnimation sample with 2000 Jacks in it. After SSE optimizations applied, matrix multiplication takes only 2.13% of total time in AMD CodeXL profile. This change also seems to have the effect that in scalar version, VS2015 did not dare to inline Matrix3x4 multiplication in AnimatedModel::UpdateSkinning(), but after SSE, the instruction count is small enough that it happily does so. 10 years ago
  Yao Wei Tjong 姚伟忠 fa77a456f8 Reformat Urho3D source files to get rid of the indents on empty lines. 10 years ago
  Lasse Öörni bb2ebf7568 Bump copyright to 2015. 11 years ago
  Yao Wei Tjong 姚伟忠 b51e419c88 Change impl. file to include the header file from corresponding subdir. 11 years ago
  Yao Wei Tjong 姚伟忠 bcf7c94ec8 Rename Source/Engine to Source/Urho3D. 11 years ago