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I believe our current thread pool is not optimal for processing render/ trace tasks.
For starters we should us template function as is clear from this little benchmark and this
boxdot, [30 Sep 2016, 15:33]:
#include<functional>template<typename Fun>
voidcaller(const Fun&& f) {
f();
}
intmain() {
long counter1 = 0;
long counter2 = 0;
long counter3 = 0;
long counter4 = 0;
for(size_t i=0; i<10000000; i++) {
auto lambda = [&]() {
counter1++;
counter2++;
counter3++;
counter4++;
};
caller(lambda);
}
}
// ./a.out 0.00s user 0.00s system 0% cpu 0.001 total
More over we should avoid deep recursions with trace. My idea is too turn the recursive call in an iterative one. We should take inspiration from GPU renderers.
The text was updated successfully, but these errors were encountered:
For now this is a brain storming issue.
I believe our current thread pool is not optimal for processing render/ trace tasks.
For starters we should us template function as is clear from this little benchmark and this
More over we should avoid deep recursions with
trace
. My idea is too turn the recursive call in an iterative one. We should take inspiration from GPU renderers.The text was updated successfully, but these errors were encountered: