Re: [AD] SSE2 vs malloc()

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Sure it does. The line pointers now need to be properly aligned. Ok, so

you can pad things out for plain memory bitmaps. But then, what do you
do about misaligned subbitmaps?

No, the better solution is to just move everything to the GPU.


thats fine for sprites, but large format video data that changes every frame.. the GPU is not capable of doing all the operations on that data, filters etc. perhaps shaders can do it, but from a practical sense, that technology is still not available to most people.




-----Original Message-----
From: alleg-developers-admin@xxxxxxxxxx [mailto:alleg-
developers-admin@xxxxxxxxxx] On Behalf Of aj
Sent: Friday, October 14, 2005 12:14 PM
To: alleg-developers@xxxxxxxxxx
Subject: Re: [AD] SSE2 vs malloc()

Robert Ohannessian wrote:

What do you do about odd-sized bitmaps?


alignment has little to do with the bitmaps size.




-----Original Message-----
From: alleg-developers-admin@xxxxxxxxxx [mailto:alleg-
developers-admin@xxxxxxxxxx] On Behalf Of aj
Sent: Wednesday, October 12, 2005 10:59 PM
To: alleg-developers@xxxxxxxxxx
Subject: [AD] SSE2 vs malloc()

Looking over the source code there is still alot of  malloc() calls.
For SSE2 to work properly data must be aligned on 16 byte
boundaries.
There also seems to be a function called  _al_malloc() which is a
wrapper for malloc().

Instead of regular malloc()  SSE2 uses _aligned_malloc() to ensure


data


is on 16 byte boundaries.
It would be much easier to simply have _aligned_malloc() replaced at


one


single point (in the _al_malloc() )
It can even be #defined in/out for which ever platform is required.

Is there any reason why all the regular malloc()'s  can not be
changed
to _al_malloc() ?
(please specificy both  technical reasons, and release schedule


reasons)


I can submit patches for them all, but its not worth doing until i


know


its going to get implemented.

aj.



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