Further fix categorisation in hero/code432

This commit is contained in:
Matt Mascarenhas 2018-03-05 23:20:07 +00:00
parent e4948731b5
commit 73ff53a766
1 changed files with 9 additions and 9 deletions

View File

@ -24,21 +24,21 @@
[42:30][:Run the game and crash in ComputeLightPropagation()][:lighting :optimisation :rendering]
[44:45][Step in to GetBox() to see that our BoxIndex is busted][:lighting :optimisation :rendering :run]
[46:33][Step through RayCast() to see what's happening][:lighting :optimisation :rendering :run]
[49:46][Make RayCast() actually set the BoxIndex and BoxSurfaceIndex][:lighting :optimisation :owl :rendering]
[49:46][Make RayCast() actually set the BoxIndex and BoxSurfaceIndex][:lighting :optimisation :owl :programming :rendering]
[50:55][:Run the game with the selection happening][:lighting :optimisation :owl :performance :rendering]
[51:09][Make RayCast() set the RayP in SIMD using a v3_4x version of Select()][:lighting :optimisation :owl :rendering]
[51:09][Make RayCast() set the RayP in SIMD using a v3_4x version of Select()][:lighting :optimisation :owl :programming :rendering]
[53:38][:Run the game to see that we are down to \~26ms][:lighting :optimisation :owl :performance :rendering]
[54:22][Add a TIMED_FUNCTION() in RayCast()][:lighting :optimisation :owl :rendering]
[54:22][Add a TIMED_FUNCTION() in RayCast()][:lighting :optimisation :owl :programming :rendering]
[54:41][:Run the game to consult the profiler][:lighting :optimisation :owl :performance :rendering]
[54:55][Add a TIMED_BLOCK() around the startup code in RayCast()][:lighting :optimisation :owl :rendering]
[54:55][Add a TIMED_BLOCK() around the startup code in RayCast()][:lighting :optimisation :owl :programming :rendering]
[55:35][:Run the game and consult the profiler to see that the startup cost is not high][:lighting :optimisation :owl :performance :rendering]
[56:00][Perform SampleHemisphere() in SIMD][:lighting :optimisation :owl :rendering :statistics]
[1:01:22][:Run the game to see that we're down to 22ms per frame]
[1:02:04][Temporarily make SampleHemisphere() use complete randomisation][:lighting :optimisation :owl :rendering :statistics]
[56:00][Perform SampleHemisphere() in SIMD][:lighting :optimisation :owl :programming :rendering :statistics]
[1:01:22][:Run the game to see that we're down to 22ms per frame][:lighting :optimisation :owl :performance :rendering]
[1:02:04][Temporarily make SampleHemisphere() use complete randomisation][:lighting :optimisation :owl :programming :rendering :statistics]
[1:02:20][:Run the game to see that this would put us back up to 30ms per frame, and note why][:lighting :optimisation :owl :performance :rendering :statistics]
[1:04:08][Drop the RayCount down to 4 in ComputeLightPropagation()][:lighting :optimisation :owl :rendering]
[1:04:08][Drop the RayCount down to 4 in ComputeLightPropagation()][:lighting :optimisation :owl :programming :rendering]
[1:04:25][:Run the game and unexpectedly see no speed improvement][:lighting :optimisation :owl :rendering :run]
[1:05:45][Remove variable suffixes in RayCast()][:lighting :optimisation :owl :rendering]
[1:05:45][Remove variable suffixes in RayCast()][:lighting :optimisation :owl :programming :rendering]
[1:08:55][Consider removing the Depth loop in RayCast() and reposition the AnyTrue(Mask) test][:lighting :optimisation :rendering]
[1:10:31][:Run the game and consider where to go from here][:lighting :optimisation :rendering]
[1:11:25][Inspect the assembly of RayCast()][:asm :lighting :optimisation :rendering]