D for Game Development

Iain Buclaw via Digitalmars-d digitalmars-d at puremagic.com
Sat Aug 8 23:38:28 PDT 2015


On 9 August 2015 at 07:31, Walter Bright via Digitalmars-d <
digitalmars-d at puremagic.com> wrote:

> On 8/8/2015 7:40 PM, Manu via Digitalmars-d wrote:
>
>> 1. DMD has unsatisfactory codegen for anything other than debug builds.
>>
>
> Do you mean the codegen is slower? But consider that the bottleneck in
> most programs is a small section of code. Taking a good look at the
> generated code for that and comparing with another compiler can often hint
> at an easy improvement to dmd that can address that bottleneck.
>
> But waiting for someone else to discover the same thing on some other
> piece of code means you'll be waiting a long time.
>
>
Sometimes just using the wrong CPU can have adverse effects:

https://issues.dlang.org/show_bug.cgi?id=5100



>
> 2. DMD generates x87 code, and uses real everywhere.
>>
>
> Less so now than it used to. For float and double, it uses SIMD.
>
> We can't be
>> generating new x87+real instructions in 2015. It's deprecated
>> hardware!
>>
>
> x87 works on every x86 CPU, and I doubt it will ever go away, deprecated
> or not. Why was it a problem for you?
>
>
I know that at least for the benefit of std.math, we should allow any
precision without expensive casting to and from real, which has been found
to be a performance problem on various benchmarks (GDC, LDC, DMD, doesn't
matter).

Iain.
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