﻿<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>C++博客-We build the dream world digital.-最新评论</title><link>http://www.cppblog.com/liruzhan/CommentsRSS.aspx</link><description /><language>zh-cn</language><pubDate>Wed, 17 Jan 2007 10:12:00 GMT</pubDate><lastBuildDate>Wed, 17 Jan 2007 10:12:00 GMT</lastBuildDate><generator>cnblogs</generator><item><title>re: SSE Assembler vs Optimized C++</title><link>http://www.cppblog.com/liruzhan/archive/2007/01/26/17300.html#18033</link><dc:creator>学习</dc:creator><author>学习</author><pubDate>Fri, 26 Jan 2007 15:54:00 GMT</pubDate><guid>http://www.cppblog.com/liruzhan/archive/2007/01/26/17300.html#18033</guid><description><![CDATA[如果C++代码的速度快过汇编，那是因为汇编的代码不够优化；<br>如果汇编的效率高于C++，那是因为写的是小程序。<img src ="http://www.cppblog.com/liruzhan/aggbug/18033.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/liruzhan/" target="_blank">学习</a> 2007-01-26 23:54 <a href="http://www.cppblog.com/liruzhan/archive/2007/01/26/17300.html#18033#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 使用基于GPU的Geometry Clipmaps进行地形渲染(01)</title><link>http://www.cppblog.com/liruzhan/archive/2007/01/17/17693.html#17728</link><dc:creator>如展</dc:creator><author>如展</author><pubDate>Wed, 17 Jan 2007 10:04:00 GMT</pubDate><guid>http://www.cppblog.com/liruzhan/archive/2007/01/17/17693.html#17728</guid><description><![CDATA[Gameres上翻译的是一篇同名的文章，作者”Nick Brettell“，是根据Hoppe的文章写的。那篇文章使用Vertex Buffer，而没有使用Vertex Texture，在性能上，如果使用支持Shader Model 3.0的显卡，和原始算法有很大区别。而且那篇文章翻译的不完整。<img src ="http://www.cppblog.com/liruzhan/aggbug/17728.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/liruzhan/" target="_blank">如展</a> 2007-01-17 18:04 <a href="http://www.cppblog.com/liruzhan/archive/2007/01/17/17693.html#17728#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 使用基于GPU的Geometry Clipmaps进行地形渲染(01)</title><link>http://www.cppblog.com/liruzhan/archive/2007/01/17/17693.html#17723</link><dc:creator>sssa2000</dc:creator><author>sssa2000</author><pubDate>Wed, 17 Jan 2007 07:47:00 GMT</pubDate><guid>http://www.cppblog.com/liruzhan/archive/2007/01/17/17693.html#17723</guid><description><![CDATA[我记得以前gameres上有人翻译过。<br>还是支持下，<br>不过能给个实现的demo么，Gpu Gems2里只有shader的代码<img src ="http://www.cppblog.com/liruzhan/aggbug/17723.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/liruzhan/" target="_blank">sssa2000</a> 2007-01-17 15:47 <a href="http://www.cppblog.com/liruzhan/archive/2007/01/17/17693.html#17723#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: SSE Assembler vs Optimized C++</title><link>http://www.cppblog.com/liruzhan/archive/2007/01/07/17300.html#17391</link><dc:creator>空明流转</dc:creator><author>空明流转</author><pubDate>Sun, 07 Jan 2007 06:29:00 GMT</pubDate><guid>http://www.cppblog.com/liruzhan/archive/2007/01/07/17300.html#17391</guid><description><![CDATA[那就期待你的下一篇文章了。<br><br>你说的文章没找到。也许是关键字的问题。可以发给我么。谢谢。<br><br>我的QQ 14735407<br>mail wuye9036 _at_ gmail dot com<img src ="http://www.cppblog.com/liruzhan/aggbug/17391.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/liruzhan/" target="_blank">空明流转</a> 2007-01-07 14:29 <a href="http://www.cppblog.com/liruzhan/archive/2007/01/07/17300.html#17391#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: SSE Assembler vs Optimized C++</title><link>http://www.cppblog.com/liruzhan/archive/2007/01/05/17300.html#17364</link><dc:creator>如展</dc:creator><author>如展</author><pubDate>Fri, 05 Jan 2007 15:57:00 GMT</pubDate><guid>http://www.cppblog.com/liruzhan/archive/2007/01/05/17300.html#17364</guid><description><![CDATA[我当然做过MAT乘法。问题的关键在于设计正确地处理数据生成流程。大多数人使用SSE汇编产生的代码长度会比编译器自动产生的长的多。<br><br>MAT，VEC之类最简单的运算，因为太多人优化过，所以那些汇编的精简程度很高，但是除了这些基础运算有现成的算法，那些其他的算法恐怕就没多少现成高效的SSE可以使用了。再说现在3D的MAT，VEC的计算，主流是推送到ShaderLanguage来完成的，基本不用自己编程计算。<br><br>VS的instrinct才会产生真正的垃圾代码，具体去看Intel的文章，那上面很详细的讲了如何优化C++数据流程。<img src ="http://www.cppblog.com/liruzhan/aggbug/17364.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/liruzhan/" target="_blank">如展</a> 2007-01-05 23:57 <a href="http://www.cppblog.com/liruzhan/archive/2007/01/05/17300.html#17364#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: SSE Assembler vs Optimized C++</title><link>http://www.cppblog.com/liruzhan/archive/2007/01/05/17300.html#17347</link><dc:creator>空明流转</dc:creator><author>空明流转</author><pubDate>Fri, 05 Jan 2007 11:59:00 GMT</pubDate><guid>http://www.cppblog.com/liruzhan/archive/2007/01/05/17300.html#17347</guid><description><![CDATA[你实作一个Mat4x4的乘法就知道，VS2003对SSE的支持还是欠缺太多。会生成出非常垃圾的代码。<br><br>真正应该使用的其实是VS所提供的instrinct。这样编译器可以在你的基础上进行优化。<img src ="http://www.cppblog.com/liruzhan/aggbug/17347.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/liruzhan/" target="_blank">空明流转</a> 2007-01-05 19:59 <a href="http://www.cppblog.com/liruzhan/archive/2007/01/05/17300.html#17347#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: SSE Assembler vs Optimized C++</title><link>http://www.cppblog.com/liruzhan/archive/2007/01/05/17300.html#17314</link><dc:creator>zhshgao</dc:creator><author>zhshgao</author><pubDate>Fri, 05 Jan 2007 05:59:00 GMT</pubDate><guid>http://www.cppblog.com/liruzhan/archive/2007/01/05/17300.html#17314</guid><description><![CDATA[真的吗？编译器是不是只能进行比较明显（相对编译器来说）的优化啊？比如连续的相同运算什么的。这些优化应该没有专门针对SIMD汇编去修改算法效率高吧？ <br>                                 ----------刚开始学习的新人<br><br><img src ="http://www.cppblog.com/liruzhan/aggbug/17314.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/liruzhan/" target="_blank">zhshgao</a> 2007-01-05 13:59 <a href="http://www.cppblog.com/liruzhan/archive/2007/01/05/17300.html#17314#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>