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Thanks jalf, i suppose it's just a rule of thumb and i can't expect the almighty compiler to optimize things like std::vector away without profiling first. I have tried setting all buffer counts to same, all buffer sizes to same, and so on. Compare, say, std::for_each called with a functor argument, with the. Stack overflow | the world’s largest online community for developers Jalr use indirect address (x1 in your example) plus a constant of 12bits (0 in your example). The closure type is declared in the smallest block scope, class scope, or namespace scope that contains the. @jalf, tested now more, no matter what settings i have, the gl_quads is always faster.

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Just a note, 1 oz of prevention is better than 1 lb of cure. Is a machine word always the same or does it depend on the machine architecture? Although some design patterns address deficiencies in the language, not all do. And save the actual address + 4 in register rd.

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The constraint on cache costs clock cycles, which is why it is important. And is the meaning of the word word context sensitive or generally applicable? Thanks jalf, i suppose it's just a rule of thumb and i can't expect the almighty compiler to optimize things like std::vector away without.

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Is a machine word always the same or does it depend on the machine architecture? Thanks jalf, i suppose it's just a rule of thumb and i can't expect the almighty compiler to optimize things like std::vector away without profiling first. I have tried setting all buffer counts to same,.

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The constraint on cache costs clock cycles, which is why it is important. Well, file access sure has a hand in this but as jalf said, the main reason for this will be something else, namely the repeated parsing of many, many, many (nested!) header files that completely drops out.

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The closure type is declared in the smallest block scope, class scope, or namespace scope that contains the. 33fps with triangles, 36fps with quads. I have tried setting all buffer counts to same, all buffer sizes to same, and so on. I prefer this answer to jalf's answer above. @jalf,.

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Well, file access sure has a hand in this but as jalf said, the main reason for this will be something else, namely the repeated parsing of many, many, many (nested!) header files that completely drops out in your case. Stack overflow | the world’s largest online community for developers.

And Save The Actual Address + 4 In Register Rd.

Jalr use indirect address (x1 in your example) plus a constant of 12bits (0 in your example). Compare, say, std::for_each called with a functor argument, with the. Moreover, the experiment can be done easily. Well, file access sure has a hand in this but as jalf said, the main reason for this will be something else, namely the repeated parsing of many, many, many (nested!) header files that completely drops out in your case.

As We Can See In Specification (Page 15), The Main Difference Between Jal And Jalr Is The Address Value Encoding.

33fps with triangles, 36fps with quads. @jalf, tested now more, no matter what settings i have, the gl_quads is always faster. Stack overflow | the world’s largest online community for developers At the end of the day, it is clock cycles, not cache, that defines performance.

For Example, I'd Hardly Say That The Untying The Recursive Knot Design Pattern Addresses A Deficiency In The Language, It Is Just A Useful Idiom To Loosen Dependencies.

Nan is can be terribly destructive to your program, if allowed to proliferate it can introduce hard to find bugs. The constraint on cache costs clock cycles, which is why it is important. I have tried setting all buffer counts to same, all buffer sizes to same, and so on. Memory, and cache is only important in so far as it affects the clock cycles spent.

Is A Machine Word Always The Same Or Does It Depend On The Machine Architecture?

This is because nan is toxic, (5* nan = nan), nan is not equal to. And is the meaning of the word word context sensitive or generally applicable? But gl_quads always wins, the lowest difference between those two i got when i set them to use exact same amount of buffers: Thanks jalf, i suppose it's just a rule of thumb and i can't expect the almighty compiler to optimize things like std::vector away without profiling first.