Lily McCabe
Lily McCabe
This actually doesn't work in the program. While it should work, and does in the chip editor, once you save the oscillating chip and place it to use in another...
I think at the very least `Option` should be able to represent `None` as a null pointer. If this ABI will support dynamic linking to something like libc for more...
> @LilyIsTrans That is already a guaranteed repr of Rust for sized types: https://doc.rust-lang.org/std/option/index.html#representation Yes, but it is not clear to me that that would imply it's necessarily going to...
> Adding the thread_local keyword to s_RandomEngine and s_Distribution in Walnut::Random in both the header and cpp files significantly improved the performance on my machine. The last render time went...
Interesting, thanks!
I've just been using Visual Studio's built in profiler when I need proper profiling, but mostly I'm looking at the frame times and seeing what they hover around
Have you implemented the optimization making random number generation thread local? If not, it's possible your thread pool just isn't handling synchronization as well as the std::foreach method
@soerenfi Disregard my previous comment for now; it looks like it's the same thing I ran into with vsync, since your framerate looks to be locked at pretty much exactly...
Another option for moving work to the GPU would be the Vulkan ray tracing pipeline itself. I'm not super familiar with GPU programming, but reading up on the Vulkan API...
Neat! I'll have to check that out.