slipher
slipher
On the other hand, if you did take the OMP dependency, I imagine you would get somewhat better results with less code, by just putting the `#pragma omp parallel for`...
I tried the compiler's built-in loop parallelization with `#pragma omp parallel for` -- see the `slipher/omp-for` branch. This gives me a measurable performance boost over the lambda-based dispatch.
Also I removed the load-time OMP commits from that branch. I don't think that's worthwhile because ~97% of model loading time is spent on textures; the vertex data is hardly...
I decided not to bother trying the thread pool since the pragma-based approach with OMP actually seems the least intrusive: that way, there are no lambdas which would make the...
> Though, you're not setting the thread count before running the loop, and I noticed that when not setting them right before running the loop, the amount of threads being...
How are you determining that "the amount of threads being used is unpredictable"? It makes sense that turning on `r_smp` would throw off timing measurements by having another thread unpredictably...
Maybe I should add "if" to the keyword name to make it clearer that it is for conditional stages. Like `ifBlendspace linear`.
Renamed the keyword from `colorspace` to `ifBlendRegime`.
I don't see the benefit of adding a new type of syntactical construct to the shader grammar like that. (Also would it break q3map2?) Having stage enablement conditions inside the...
> That syntax completely skips the stage parsing. I see that as a bad thing. I would rather parse all the stages all the time, rather than do it C...