KDU automatically detects and uses cpu optimization if its available. The only compiler options I'm aware of are those that enable or disable threading of decoding, which I suspect won't be of much benefit for the type of images uses in SL(small and fast to decode). Compiling the base code with optimizations for CPU instruction sets(SSE,etc) might help slightly, but the results would be minimal.
In the long ago days of Emerald, compiler optimizations were evil, and caused obscure bugs that were hard to find, most of them would show up on linux and mac, but there were some on windows too, related to using SSE2 instruction sets that would cause the builds to crash at random. At the time, I think LL has managed to balance optimization flags with stability, It might be wise to leave what is known to work alone, save there is enough manpower and time to extensively test the use of new instruction sets across a great number of machine setups. In the testing that was done internally for Emerald, results were rather surprising, using SSE2 either causing a major slowdown and choppy behavior for the client on some setups, or the results were between 3 and 8% frame rate increase for a test scene. The major improvement that I remember was in avatar rendering time, as well the rebuilding of face geometry, where it could take advantage of doing multiple things at once. None of the testing done was terribly organized or reliable though, so I hope somebody else can set up some tests and compare this a bit more accurately. Summary: Might want to leave this as is, for stability, because the gains are either negative, or small enough that its not worth the possible losses. _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges