4 ms·
>But I was writing a raytracer in swift, and once I made it multithreaded the refcount cost on my non mutating objects became a massive perf cost. Then access
by aaaaaaaaaaab 4y ago
>But I was writing a raytracer in swift, and once I made it multithreaded the refcount cost on my non mutating objects became a massive perf cost.
Then access them through `unowned` references?
- olliej 4y agoBecause I was not skilled enough in swift land to know of such. I'll read up and adopt and see what happens, and try to remember to update here :D [edit: Just discovered the last thing I was trying to do was separate out some core data structures into packages. It turns out that if the pop() function on your priority heap gets left out of line, that becomes vastly more expensive than is reasonable. So fixing may take a wee bit long than expected]
- aaaaaaaaaaab 4y agoPriority heap in a raytracer? :thinking_face:
- olliej 4y agoPhoton mapping collection :)