Re: [AD] maskmovq 3938

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----- Original Message -----
From: "Henrik Stokseth" <hstokset@xxxxxxxxxx>
To: "Allegro Conductors" <conductors@xxxxxxxxxx>
Sent: Tuesday, October 09, 2001 4:45 PM
Subject: Re: [AD] maskmovq 3938 (also flicker)


> "Robin Burrows" <rburrows@xxxxxxxxxx> wrote:
>
> > This isn't really my point, it is that you _have_ to compile maskmovq,
> It'd
> > be much better that if your binutils didn't support SSE you could build
> > allegro with an alternate non-SSE instruction sequence rather than just
> > failing (ok, it may be a bit slower on SSE, but this is not important
for
> > some people).
>
> 99.99% of people would want their games to run as fast as possible on any
> computer. removing optimalisations from a game is just plain STUPID! i can
> not even imagine why on earth you would want that. why is is so big a
> problem for you to SIMPLY upgrade your binutils? it is free software for
> crying out loud.

I'm not sure they will work with my crt ver of mingw (discontinued). If it
ain't broke...
Breaking lots of compilers when it can be avoided seems to me to be 'plain
STUPID'.

> about maskmovq: you don't HAVE TO assemble it, if it is so damn important
> for you. just remove the line "#define ALLEGRO_MMX" from
> include/allegro/almngw32.h and rerun 'make' and 'make install'. this will
> also remove all MMX optimalisations... but you don't care, right?

Right. That's fine, but not obvious, an automatic solution is better. You
sound quite angry today ;)
It's not just for me, I hate it when stuff doesn't work straight away, go
for maximum compatibility over speed every time (or preferably both). It's
only a suggestion, feel free to ignore it, I won't mind. The Allegro
developers can make up their own minds if it's worth fixing or not.




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