[Mageia-dev] Clanlib2 and SSE2 on i586

Pascal Terjan pterjan at gmail.com
Tue Dec 4 20:57:15 CET 2012


On Tue, Dec 4, 2012 at 6:08 PM, Pascal Terjan <pterjan at gmail.com> wrote:
> On Tue, Dec 4, 2012 at 6:00 PM, Jose Jorge <lists.jjorge at free.fr> wrote:
>> Le 04/12/2012 13:21, Pascal Terjan a écrit :
>>>
>>> On Tue, Dec 4, 2012 at 12:10 PM, AL13N<alien at rmail.be>  wrote:
>>>>>
>>>>> The code should really be complied but only enabled at runtime if it's
>>>>>
>>>>> available. PulseAudio does this. It's more of a pain to code for but
>>>>> does make like easier for distributions.
>>>>>
>>>>> But yeah, short term fix, nuke the test, and as a meme says, keep calm
>>>>> and carry on.
>>
>>
>> It is not only a test, it is a crash.
>
> It is a crash because the code says to crash if there is no sse2.
>
>>>>
>>>> but, do ALL recent i586 CPU's have SSE2? what about the embedded and VIA
>>>> cpu's and the likes?
>>
>>
>> http://en.wikipedia.org/wiki/SSE2#CPUs_supporting_SSE2
>>
>>
>>>
>>> The test is that it refuses to run if the lib is not using sse2 while
>>> it could (slowly).
>>>
>>> The clanSWRender lib needs to be fixed to have sse2 support on sse2
>>> system and not on non sse2 systems so that we can enable it but that's
>>> something unrelated to dropping this test.
>>
>>
>> No, the clanSWRender has only a SSE2 implementation because no one wants to
>> write a SW render which is too slow.
>> http://lists.debian.org/debian-devel-games/2012/03/msg00076.html
>
> The message complains that your CPU has SSE2 but it can not use it as
> clanSWRender was built without support from it.
> How can it be built without support for SSE2 if it is not optional ?
>
>> I wonder if we could enable for now SSE2, till upstream/somebody has a
>> better fix : for now, all SSE2 cpus crash. Enabling SSE2 it will only crash
>> on non-SSE2 cpus (older than 10 years)
>
> The crash is in the app, are there other apps using clanSWRender which
> are working fine without SSE2 but would crash if clanSWRender had SSE2
> support?

So, reading more about it, clanSWRender is a software renderer instead
of using one of the opengl ones
Why would an application need it? Is it faster than using for example
mesa's software rendering?


More information about the Mageia-dev mailing list