Anyone have suggestions along these lines?
As I recall there were also loongson2f-specific instructions that
could be helpful with making games faster - I think low-level info on
these may be at http://groups.google.com/group/loongson-dev/files in
"Loongson2FUserGuide.pdf".
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Excellent.
Something I am wondering about is what the build target should be if
using Loongson2f-specific instructions. If I have packages in the
repository for mipsel, they won't run on other non-loongson2f mipsel
hardware. Since I want to avoid hardware accelerated specific routines
that are selectively branched at runtime, because it is slower than
definitively having them as part of execution path, I'm not sure how to
work around this. It's kind of the same issue with SIMD on i686.
Apparently not all machines in i686 class support SIMD instructions, so
checking at runtime and then using those routines supported is slower
because you have to branch every time and you also can't inline them.
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Really good news!
Looking forward to that, :-D
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