Use SSE 4.2 as a baseline when compiling Godot
This lets the compiler do more optimizations, leading to increased performance for demanding CPU tasks.
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@ -80,9 +80,16 @@ if env["builtin_embree"]:
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env_thirdparty.disable_warnings()
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
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# Set x86 CPU instruction sets to use when building Embree's own intrinsics.
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# Keep this in sync with Godot's main SConstruct file.
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# This is only needed on MSVC, as GCC/Clang will set those defines automatically
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# according to compiler instruction set flags.
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if env["arch"] != "x86_64" or env.msvc:
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# Embree needs those, it will automatically use SSE2NEON in ARM
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env_thirdparty.Append(CPPDEFINES=["__SSE2__", "__SSE__"])
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# Embree needs those; it will automatically use SSE2NEON in ARM.
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env_thirdparty.Append(CPPDEFINES=["__SSE__", "__SSE2__"])
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if env["arch"] == "x86_64" and env.msvc:
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env_thirdparty.Append(CPPDEFINES=["__SSE3__", "__SSSE3__", "__SSE4_1__", "__SSE4_2__"])
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if env["platform"] == "web":
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env_thirdparty.Append(CXXFLAGS=["-msimd128"])
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