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18:15:19
scymtym
Shinmera: thanks, i will have a look after putting child to bed. but as i said, i have some work to do on my end before improving actual application performance becomes an option
22:01:11
scymtym
would using a non-standard generic function class for your most important generic functions work as an experiment? i'm afraid out right replacing CL:DEFGENERIC is a bit too much at the moment
22:01:55
Shinmera
I can do it for SCAN, HANDLE, and RENDER, sure. Those seem to be the highest hitters.
22:03:16
Shinmera
there's no way I can do it for all of them though. There's also a ton of accessors involved.
22:13:22
Shinmera
as for a "benchmark" I'm thinking of something like: start the game, after a minute run code that starts sprof, waits ten minutes, then ends it. no input to the game, just idle looping.
22:17:21
Shinmera
Oh, and there's no EQL specialisers involved in the three GFs, so no need for those to be implemented yet.
22:42:30
scymtym
i'm currently working on EQL specializers because having those is probably required for testing with any larger body of code (for correctness, not performance)
22:51:20
scymtym
well, it relies on layouts being allocated in immobile space, but that should the default
22:53:24
Shinmera
could probably also bundle up all necessary projects so you could run it yourself, too
23:12:45
Shinmera
|3b|: re fpe, could you add a feature flag to cl-opengl that would allow not having the float trap change on every call compiled in?
23:13:08
Shinmera
This would be useful for deployment builds so I can rebuild with that flag and wrap main() with traps masked instead.
23:53:20
|3b|
also, any opinion on adding a generic version of bits-short-float and short-float-bits for other platforms? (would use single-floats, so could round-trip with no loss in either direction, but would lose some bits if given arbitrary singles)
0:29:42
|3b|
(at least for implementations where short-float is single-float... not sure i want to try to make a fully generic version for arbitrary-sized short-floats)