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Adding Toolchains for Android and iOS & More #11
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…re more consistent SSE / SSE2 -> NEON x86_64 -> aarch64
…n compiling for SSE2, which is enabled in Clang by default. This behavior is verifiable by adding #pragma warning("") printouts in sysinfo.h where ISA checks are performed.
…ng of the platform, following the approach of the https://github.com/google/filament/ project.
Super awesome PR! Thank you! Please let me give some time to review changes. |
Reviewed and PR is perfect, so merged. Thank you so much! |
This was referenced Jun 24, 2019
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Hi,
please carefully consider merging my changes. I've made the following larger changes:
I've verified that this state of the code works with the introduced cross-toolchains
I've used the toolchains to deploy
(*)
I've verified that the following features work fine with SSE/NEON mapping on ARM devices when using single rays (ray packets remain untested): curve geometry, displacement geometry, dynamic scenes, grid geometry, hair geometry, instanced geometry, interpolation, intersection filters, lazy geometry, motion blur, point geometry, subdivision geometry, triangle geometry, user geometry. These features have been tested by visual inspection of rendered images similar to the Embree tutorial applications.
I've noticed a performance issue that is only present on ARM devices: LOW_QUALITY BVH construction is slower than expected. For example, 1000,000 triangles take: