Use SSE2 in windows build for faster libsquish

This commit is contained in:
Benau 2018-01-12 17:47:18 +08:00
parent e5fff9e65a
commit b1f1afb9c5
2 changed files with 5 additions and 2 deletions

View File

@ -474,8 +474,8 @@
kColourRangeFit = (64), kColourRangeFit = (64),
Use a very slow but very high quality colour compressor. Use a very slow but very high quality colour compressor.
kColourIterativeClusterFit = (256), kColourIterativeClusterFit = (256),
STK default the low quality. STK default the high quality.
--> -->
<texture-compression quality="64"/> <texture-compression quality="32"/>
</config> </config>

View File

@ -32,6 +32,9 @@ ENDIF()
IF (CMAKE_GENERATOR STREQUAL "Xcode") IF (CMAKE_GENERATOR STREQUAL "Xcode")
SET(CMAKE_OSX_ARCHITECTURES "i386;ppc") SET(CMAKE_OSX_ARCHITECTURES "i386;ppc")
ELSE (CMAKE_GENERATOR STREQUAL "Xcode") ELSE (CMAKE_GENERATOR STREQUAL "Xcode")
IF (BUILD_SQUISH_WITH_SSE2 AND WIN32)
ADD_DEFINITIONS(-DSQUISH_USE_SSE=2)
ENDIF (BUILD_SQUISH_WITH_SSE2 AND WIN32)
IF (BUILD_SQUISH_WITH_SSE2 AND NOT WIN32) IF (BUILD_SQUISH_WITH_SSE2 AND NOT WIN32)
ADD_DEFINITIONS(-DSQUISH_USE_SSE=2 -msse2) ADD_DEFINITIONS(-DSQUISH_USE_SSE=2 -msse2)
ENDIF (BUILD_SQUISH_WITH_SSE2 AND NOT WIN32) ENDIF (BUILD_SQUISH_WITH_SSE2 AND NOT WIN32)