how do you "turn off denormals"
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holy shit.
ok so mollytime had this perf problem that's been driving me lowkey crazy since i implemented polyphony where sometimes a patch's load % would shoot up super high depending on which midi I was feeding it, and like, it shouldn't *do* that.
switching on DAZ and FTZ just now brought a case that was hitting 45% load down to 16% holy smokes
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@glyph nope. is it good
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@glyph nope. is it good
@aeva yeah. it's where I learned about this problem. I'd experienced a few side effects of it before but never really understood the underlying cause. (sometimes my code runs *near* signal processing but I've never done it directly)
also this is a banger too, just to appreciate a totally different and much wackier way that denormals can really hurt you https://issues.chromium.org/issues/382005099#comment10
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@aeva yeah. it's where I learned about this problem. I'd experienced a few side effects of it before but never really understood the underlying cause. (sometimes my code runs *near* signal processing but I've never done it directly)
also this is a banger too, just to appreciate a totally different and much wackier way that denormals can really hurt you https://issues.chromium.org/issues/382005099#comment10
@glyph I realized it was probably the problem when I was digging through @TomF 's blog the other day looking for his blog post imploring people to not do the thing I'm doing in another project to find the tolerances on the thing and found a different blog on a completely different topic and it obliquely mentioned shutting off denormals to improve perf and i was like wait i remember hearing something about that somewheres
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@aeva yeah. it's where I learned about this problem. I'd experienced a few side effects of it before but never really understood the underlying cause. (sometimes my code runs *near* signal processing but I've never done it directly)
also this is a banger too, just to appreciate a totally different and much wackier way that denormals can really hurt you https://issues.chromium.org/issues/382005099#comment10
@glyph oh god i just started reading this. i hate the "we must make computers unusably slow at all costs. for security." people so so very much
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@glyph I realized it was probably the problem when I was digging through @TomF 's blog the other day looking for his blog post imploring people to not do the thing I'm doing in another project to find the tolerances on the thing and found a different blog on a completely different topic and it obliquely mentioned shutting off denormals to improve perf and i was like wait i remember hearing something about that somewheres
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@glyph I realized it was probably the problem when I was digging through @TomF 's blog the other day looking for his blog post imploring people to not do the thing I'm doing in another project to find the tolerances on the thing and found a different blog on a completely different topic and it obliquely mentioned shutting off denormals to improve perf and i was like wait i remember hearing something about that somewheres
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@oblomov @aeva @glyph Sure, but usually normal audio processing doesn't produce denormals. The denormals arise because there's a feedback with a sub-1.0 gain, which eventually drains to very small numbers, and then denormals. If you flush the output, as soon as it gets there it just goes to zero immediately.
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@oblomov @aeva @glyph Sure, but usually normal audio processing doesn't produce denormals. The denormals arise because there's a feedback with a sub-1.0 gain, which eventually drains to very small numbers, and then denormals. If you flush the output, as soon as it gets there it just goes to zero immediately.
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@TomF @glyph specifically it was the one about using fixed point coordinates for objects. I'm still considering how to make that work, but I'd like to use jolt and jolt only speaks floats, and I am not expecting GLES2 GLSL to provide everything I need to do what I was doing before on the rendering side either. I'm probably going to use tile relative system instead on the shader side, and whatever will require as little translation on the CPU side.
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@TomF @glyph specifically it was the one about using fixed point coordinates for objects. I'm still considering how to make that work, but I'd like to use jolt and jolt only speaks floats, and I am not expecting GLES2 GLSL to provide everything I need to do what I was doing before on the rendering side either. I'm probably going to use tile relative system instead on the shader side, and whatever will require as little translation on the CPU side.
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@giuseppebilotta @TomF @glyph what I'm planning right now is putting everything into world tiles, and then rather than putting everything into a common world space, go straight to relative coordinates by treating whichever tile the view origin happens to be in as the current origin tile. this adjustment would be done on the CPU, and thus everything on the GPU would just receive a uniform that applies the current tile transform