From c46896599c07dd4b0824f68f135846c2b51644d3 Mon Sep 17 00:00:00 2001 From: Magnus Norddahl Date: Thu, 12 Dec 2024 20:08:08 +0100 Subject: [PATCH] Use the SSE2 version in debug builds as its faster when the optimizer isn't running --- src/common/rendering/hwrenderer/data/hw_collision.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/common/rendering/hwrenderer/data/hw_collision.cpp b/src/common/rendering/hwrenderer/data/hw_collision.cpp index a8b7e51b6..3bbaf2152 100644 --- a/src/common/rendering/hwrenderer/data/hw_collision.cpp +++ b/src/common/rendering/hwrenderer/data/hw_collision.cpp @@ -568,7 +568,8 @@ int CPUBottomLevelAccelStruct::SubdivideLeaf(int* triangles, int num_triangles) } // Sadly, this seems to be slower than what the compiler generated :( -#if 0 // #ifndef NO_SSE +// Use it in debug mode anyway as its time critical and faster there +#if !defined(NO_SSE) && defined(_DEBUG) static const FVector3 axes[3] = { FVector3(-1.0f, 0.0f, 0.0f), FVector3(0.0f, -1.0f, 0.0f), FVector3(0.0f, 0.0f, -1.0f) };