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cmuratori's profile
Casey Muratori
Casey Muratori
Casey Muratori
@cmuratori

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Casey Muratori

@cmuratori

I'm worried that the baby thinks people can't change.

Seattle
caseymuratori.com
Joined March 2009

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    1. Max Liani‏ @maxliani 6 Apr 2020
      Replying to @Reedbeta @stefan_3d and

      Say you have your data structure (i.e. a scene object) where you have a bunch of fields as std containers (I.e. points, indices, normals...), all of your pointers to access data are interleaved with data you may actually never need, such as the buffer capacity.

      2 replies 0 retweets 0 likes
    2. Max Liani‏ @maxliani 6 Apr 2020
      Replying to @maxliani @Reedbeta and

      In the middle of your algorithm you may end up pulling multiple cache lines, just to access your buffers instead of just one.

      2 replies 0 retweets 0 likes
    3. Stefan Werner‏ @stefan_3d 6 Apr 2020
      Replying to @maxliani @Reedbeta and

      Maybe I'm misunderstanding you - are you talking about SOA vs AOS?

      1 reply 0 retweets 0 likes
    4. Casey Muratori‏ @cmuratori 6 Apr 2020
      Replying to @stefan_3d @maxliani and

      No, he's talking about the fact that std::vector does not let you control how the pointer and count are determined and where they are stored, which are two things you absolutely care about if you care about performance.

      2 replies 0 retweets 3 likes
    5. Casey Muratori‏ @cmuratori 6 Apr 2020
      Replying to @cmuratori @stefan_3d and

      A proper generic programming library would let you say things like "I have eight arrays, and I want the counts to all come first and then the pointers to all come second". std of course can't do this, because the designers of the language don't understand performance.

      1 reply 0 retweets 1 like
    6. Casey Muratori‏ @cmuratori 6 Apr 2020
      Replying to @cmuratori @stefan_3d and

      So you want this: int64 Count[8]; void *Data[8]; but with std::vector you get this int64 Count0; void *Data0; int64 Count1; void *Data1; ... Now you go to access elements of your data arrays, and you never need to check the counts in that code, but you paid for the cache line.

      3 replies 0 retweets 3 likes
    7. Casey Muratori‏ @cmuratori 7 Apr 2020
      Replying to @cmuratori @stefan_3d and

      It's just way #382 out of 59,453 that C++ makes the slow way to do things the default "recommended" way to do things :( Basically all of std is like this. It's all bad design that shouldn't be used in the first place, let alone reused.

      2 replies 0 retweets 2 likes
    8. Stefan Werner‏ @stefan_3d 7 Apr 2020
      Replying to @cmuratori @maxliani and

      One size fits all tool will never fit anyone perfectly. How should a faster alternative to std::vector look like then? Implementing an array that fits your specific need is one thing, but I'm having a hard time imagining a faster generic version.

      2 replies 0 retweets 0 likes
    9. Casey Muratori‏ @cmuratori 7 Apr 2020
      Replying to @stefan_3d @maxliani and

      C++ is too poorly designed of a language to have really anything generic that works well, IMO. This is why I don't really do much generic programming in C++. You have two choices: generic and slow, or not-generic and fast :)

      1 reply 1 retweet 1 like
    10. Casey Muratori‏ @cmuratori 7 Apr 2020
      Replying to @cmuratori @stefan_3d and

      My preference would have been for the C++ Committee to have actually taken performance seriously and designed the appropriate metaprogramming system (ie., NOT templates, which are terrible) so that things like "counts first, pointers second" were easy to achieve generically.

      1 reply 0 retweets 1 like
      Casey Muratori‏ @cmuratori 7 Apr 2020
      Replying to @cmuratori @stefan_3d and

      It's not hard to do, you just have to have designers of the language who appreciate the need to have the generic part of the system be _controllable_, rather than just doing whatever the compiler happens to want, because performance criteria change over time as CPUs evolve.

      12:12 AM - 7 Apr 2020
      • 1 Like
      • Ivan Braidi
      1 reply 0 retweets 1 like
        1. NikolaŠ‏ @SatanHadRave 7 Apr 2020
          Replying to @cmuratori @stefan_3d and

          @chandlerc1024 @jfbastien @incomputable do you have any thoughts on this?

          0 replies 0 retweets 1 like
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