SIMD Raycasting
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0:02Recap and set the stage for the day with a few words on the pace of the project
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0:02Recap and set the stage for the day with a few words on the pace of the project
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0:02Recap and set the stage for the day with a few words on the pace of the project
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4:09Run the game to see our current software-rendered lighting, with the determination to see how much performance we can get out of the CPU
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4:09Run the game to see our current software-rendered lighting, with the determination to see how much performance we can get out of the CPU
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4:09Run the game to see our current software-rendered lighting, with the determination to see how much performance we can get out of the CPU
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6:47Prevent RayCast() from summing the TotalCastsInitiated
6:47Prevent RayCast() from summing the TotalCastsInitiated
6:47Prevent RayCast() from summing the TotalCastsInitiated
7:03Run the game to see that that does not appreciably affect our performance
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7:03Run the game to see that that does not appreciably affect our performance
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7:03Run the game to see that that does not appreciably affect our performance
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8:05Augment lighting_work with some of the lighting_solution, to avoid bouncing cache lines around
8:05Augment lighting_work with some of the lighting_solution, to avoid bouncing cache lines around
8:05Augment lighting_work with some of the lighting_solution, to avoid bouncing cache lines around
16:08Run the game and inspect the profiler
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16:08Run the game and inspect the profiler
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16:08Run the game and inspect the profiler
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16:52Make lighting_work and lighting_solution cache-aligned
16:52Make lighting_work and lighting_solution cache-aligned
16:52Make lighting_work and lighting_solution cache-aligned
19:53Cache-alignment and false sharing considerations when threading
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19:53Cache-alignment and false sharing considerations when threading
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19:53Cache-alignment and false sharing considerations when threading
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24:15Introduce InitLighting() to align our lighting data
24:15Introduce InitLighting() to align our lighting data
24:15Introduce InitLighting() to align our lighting data
31:21Run the game and determine to double check that everything is aligned and figure out why the tests are slow
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31:21Run the game and determine to double check that everything is aligned and figure out why the tests are slow
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31:21Run the game and determine to double check that everything is aligned and figure out why the tests are slow
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32:22Assert in ComputeLightPropagation() that the lighting_work is aligned
32:22Assert in ComputeLightPropagation() that the lighting_work is aligned
32:22Assert in ComputeLightPropagation() that the lighting_work is aligned
33:17Run the game and hit that assertion
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33:17Run the game and hit that assertion
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33:17Run the game and hit that assertion
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34:01Pad the lighting_work to 64 bytes
34:01Pad the lighting_work to 64 bytes
34:01Pad the lighting_work to 64 bytes
34:40Run the game to see that we are running at full speed again
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34:40Run the game to see that we are running at full speed again
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34:40Run the game to see that we are running at full speed again
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35:53Profile PartitionsPerCast and LeavesPerCast in ComputeLightPropagation()
35:53Profile PartitionsPerCast and LeavesPerCast in ComputeLightPropagation()
35:53Profile PartitionsPerCast and LeavesPerCast in ComputeLightPropagation()
37:54Run the game and consult the profiler to see that our PartitionsPerCast is high, and consider how to reduce them
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37:54Run the game and consult the profiler to see that our PartitionsPerCast is high, and consider how to reduce them
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37:54Run the game and consult the profiler to see that our PartitionsPerCast is high, and consider how to reduce them
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41:50Add a TIMED_FUNCTION() in RayCast()
41:50Add a TIMED_FUNCTION() in RayCast()
41:50Add a TIMED_FUNCTION() in RayCast()
42:28Run the game and consult the profiler to see that our RayCast() is not too bad
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42:28Run the game and consult the profiler to see that our RayCast() is not too bad
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42:28Run the game and consult the profiler to see that our RayCast() is not too bad
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45:24Remove the recursion in RayCastRecurse()
45:24Remove the recursion in RayCastRecurse()
45:24Remove the recursion in RayCastRecurse()
49:25Run the game to see that that greatly improved our performance
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49:25Run the game to see that that greatly improved our performance
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49:25Run the game to see that that greatly improved our performance
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50:35Just make RayCast() perform our new code from RayCastRecurse()
50:35Just make RayCast() perform our new code from RayCastRecurse()
50:35Just make RayCast() perform our new code from RayCastRecurse()
52:06Run the game to see that that doesn't change our runtime
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52:06Run the game to see that that doesn't change our runtime
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52:06Run the game to see that that doesn't change our runtime
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52:13Prevent RayCast() from taking Solution and add a TIMED_FUNCTION() in it
52:13Prevent RayCast() from taking Solution and add a TIMED_FUNCTION() in it
52:13Prevent RayCast() from taking Solution and add a TIMED_FUNCTION() in it
53:09Add a TIMED_FUNCTION() in RayCast()
53:09Add a TIMED_FUNCTION() in RayCast()
53:09Add a TIMED_FUNCTION() in RayCast()
53:25Run the game and see the performance of RayCast(), disable HANDMADE_SLOW and consider what to tackle next
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53:25Run the game and see the performance of RayCast(), disable HANDMADE_SLOW and consider what to tackle next
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53:25Run the game and see the performance of RayCast(), disable HANDMADE_SLOW and consider what to tackle next
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55:45Consider performing RayCast() in SIMD
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55:45Consider performing RayCast() in SIMD
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55:45Consider performing RayCast() in SIMD
📖
1:00:21Reduce RayCount from 64 to 16 in ComputeLightPropagation()
1:00:21Reduce RayCount from 64 to 16 in ComputeLightPropagation()
1:00:21Reduce RayCount from 64 to 16 in ComputeLightPropagation()
1:00:36Run the game to see what kind of a speedup SIMD could provide
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1:00:36Run the game to see what kind of a speedup SIMD could provide
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1:00:36Run the game to see what kind of a speedup SIMD could provide
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1:01:42Enable ComputeLightPropagation() to call SampleHemisphere() in SIMD, introducing V3_4x()
1:01:42Enable ComputeLightPropagation() to call SampleHemisphere() in SIMD, introducing V3_4x()
1:01:42Enable ComputeLightPropagation() to call SampleHemisphere() in SIMD, introducing V3_4x()
1:10:19Update RayCast() to work with our SIMD data, introducing GetComponent()
1:10:19Update RayCast() to work with our SIMD data, introducing GetComponent()
1:10:19Update RayCast() to work with our SIMD data, introducing GetComponent()
1:22:52Run the game, crash in RayCast() and investigate why
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1:22:52Run the game, crash in RayCast() and investigate why
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1:22:52Run the game, crash in RayCast() and investigate why
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1:24:30Temporarily disable threading in ComputeLightPropagation()
1:24:30Temporarily disable threading in ComputeLightPropagation()
1:24:30Temporarily disable threading in ComputeLightPropagation()
1:26:14Step through RayCast() to try and see what's going wrong
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1:26:14Step through RayCast() to try and see what's going wrong
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1:26:14Step through RayCast() to try and see what's going wrong
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1:32:12Assert in RayCast() that the Depth is < BoxStack
1:32:12Assert in RayCast() that the Depth is < BoxStack
1:32:12Assert in RayCast() that the Depth is < BoxStack
1:33:04Step back into RayCast(), and eventually hit that assertion
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1:33:04Step back into RayCast(), and eventually hit that assertion
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1:33:04Step back into RayCast(), and eventually hit that assertion
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1:35:05Increase BoxStack from 32 to 64 in RayCast()
1:35:05Increase BoxStack from 32 to 64 in RayCast()
1:35:05Increase BoxStack from 32 to 64 in RayCast()
1:35:30Run the game and see nothing
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1:35:30Run the game and see nothing
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1:35:30Run the game and see nothing
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1:35:56Prevent RayCast() from pushing on the boxes four times
1:35:56Prevent RayCast() from pushing on the boxes four times
1:35:56Prevent RayCast() from pushing on the boxes four times
1:37:42Run the game to see that our performance has decreased
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1:37:42Run the game to see that our performance has decreased
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1:37:42Run the game to see that our performance has decreased
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1:38:18Enable RayCast() to call IsInRectangleCenterHalfDim() in SIMD
1:38:18Enable RayCast() to call IsInRectangleCenterHalfDim() in SIMD
1:38:18Enable RayCast() to call IsInRectangleCenterHalfDim() in SIMD
1:45:35Introduce Any3TrueInAtLeastOneLane(), All3TrueInAtLeastOneLane(), AbsoluteValue() and v3_4x versions of <=, −, | and &1
1:45:35Introduce Any3TrueInAtLeastOneLane(), All3TrueInAtLeastOneLane(), AbsoluteValue() and v3_4x versions of <=, −, | and &1
1:45:35Introduce Any3TrueInAtLeastOneLane(), All3TrueInAtLeastOneLane(), AbsoluteValue() and v3_4x versions of <=, −, | and &1
1:59:56Step in to RayCast() and inspect our SIMD data
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1:59:56Step in to RayCast() and inspect our SIMD data
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1:59:56Step in to RayCast() and inspect our SIMD data
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2:01:59Prevent AbsoluteValue() from converting the Mask to a float
2:01:59Prevent AbsoluteValue() from converting the Mask to a float
2:01:59Prevent AbsoluteValue() from converting the Mask to a float
2:03:15Step back in to AbsoluteValue() and through our other new SIMD functions in RayCast()
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2:03:15Step back in to AbsoluteValue() and through our other new SIMD functions in RayCast()
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2:03:15Step back in to AbsoluteValue() and through our other new SIMD functions in RayCast()
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2:06:13Run the game to see that our lighting is a little bit messed up
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2:06:13Run the game to see that our lighting is a little bit messed up
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2:06:13Run the game to see that our lighting is a little bit messed up
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2:07:19Make RayCast() perform the old scalar code after our SIMD code, to verify the SIMD
2:07:19Make RayCast() perform the old scalar code after our SIMD code, to verify the SIMD
2:07:19Make RayCast() perform the old scalar code after our SIMD code, to verify the SIMD
2:11:28Run the game and fail to hit our verification assertion
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2:11:28Run the game and fail to hit our verification assertion
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2:11:28Run the game and fail to hit our verification assertion
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2:13:10Prevent RayCast() from erroneously breaking out of the child box loop
2:13:10Prevent RayCast() from erroneously breaking out of the child box loop
2:13:10Prevent RayCast() from erroneously breaking out of the child box loop
2:13:48Run the game to see that we are correct
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2:13:48Run the game to see that we are correct
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2:13:48Run the game to see that we are correct
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2:14:07Streamline and switch RayCast() almost entirely over to SIMD, introducing ZeroV34x(), versions of V3_4x() that load four scalars, and one wide set, into lanes, v3_4x versions of − for full 4-wide negation, < and *, a f32_4x struct and versions of −, * and / that use this type2
2:14:07Streamline and switch RayCast() almost entirely over to SIMD, introducing ZeroV34x(), versions of V3_4x() that load four scalars, and one wide set, into lanes, v3_4x versions of − for full 4-wide negation, < and *, a f32_4x struct and versions of −, * and / that use this type2
2:14:07Streamline and switch RayCast() almost entirely over to SIMD, introducing ZeroV34x(), versions of V3_4x() that load four scalars, and one wide set, into lanes, v3_4x versions of − for full 4-wide negation, < and *, a f32_4x struct and versions of −, * and / that use this type2
3:19:18Step in to RayCast() to inspect its values
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3:19:18Step in to RayCast() to inspect its values
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3:19:18Step in to RayCast() to inspect its values
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3:21:33Make RayCast() subtract only one element of the FaceRelOrigin, introducing a f32_4x version of -=
3:21:33Make RayCast() subtract only one element of the FaceRelOrigin, introducing a f32_4x version of -=
3:21:33Make RayCast() subtract only one element of the FaceRelOrigin, introducing a f32_4x version of -=
3:28:15Step in to RayCast() and inspect the FaceRelOrigin
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3:28:15Step in to RayCast() and inspect the FaceRelOrigin
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3:28:15Step in to RayCast() and inspect the FaceRelOrigin
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3:29:19Run the game to see that we are producing the correct lighting a little faster
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3:29:19Run the game to see that we are producing the correct lighting a little faster
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3:29:19Run the game to see that we are producing the correct lighting a little faster
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3:29:50Enable RayCast() to perform the bounds checking in SIMD
3:29:50Enable RayCast() to perform the bounds checking in SIMD
3:29:50Enable RayCast() to perform the bounds checking in SIMD
3:41:11Organise handmade_simd.h and introduce f32_4x versions of every operator and function we need
3:41:11Organise handmade_simd.h and introduce f32_4x versions of every operator and function we need
3:41:11Organise handmade_simd.h and introduce f32_4x versions of every operator and function we need
4:02:30Run the game to see that it's totally fine
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4:02:30Run the game to see that it's totally fine
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4:02:30Run the game to see that it's totally fine
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4:03:01Read through RayCast() with the determination to finish doing it all in SIMD
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4:03:01Read through RayCast() with the determination to finish doing it all in SIMD
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4:03:01Read through RayCast() with the determination to finish doing it all in SIMD
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4:04:22Start to enable RayCast() to update and load out the boxes in SIMD, before saving it for tomorrow
4:04:22Start to enable RayCast() to update and load out the boxes in SIMD, before saving it for tomorrow
4:04:22Start to enable RayCast() to update and load out the boxes in SIMD, before saving it for tomorrow
4:11:01Q&A
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4:11:01Q&A
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4:11:01Q&A
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4:12:01Clarify the video capture card situation mentioned in the pre-stream
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4:12:01Clarify the video capture card situation mentioned in the pre-stream
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4:12:01Clarify the video capture card situation mentioned in the pre-stream
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4:12:58wired_life Q: I think you call AnyTrue() from within AllTrue(). Can you check that's intended?
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4:12:58wired_life Q: I think you call AnyTrue() from within AllTrue(). Can you check that's intended?
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4:12:58wired_life Q: I think you call AnyTrue() from within AllTrue(). Can you check that's intended?
🗪
4:14:29"And" and "All" in a matrix
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4:14:29"And" and "All" in a matrix
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4:14:29"And" and "All" in a matrix
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4:15:59Call it there
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4:15:59Call it there
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4:15:59Call it there
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