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mandarax8

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mandarax8
·21 日前·議論
> I actually don't understand the tearing they're talking about. If the fields are final then you can't modify the Value Type anyway?

You can assign the object again to overwrite it 'in place'.

> And a simple write-lock bit for fat Value Types would solve everything while maintaining most of the performance benefits (both on read and write)

They even already have an extra 'null' bit tacked on to the value object.
mandarax8
·2 か月前·議論
Is there any reason that you couldn't implement this on Xorg?
mandarax8
·2 か月前·議論
Please read up some more about Java and GCs. Memory allocation and GC are heavily intertwined.
mandarax8
·4 か月前·議論
See https://fgiesen.wordpress.com/2012/07/21/the-magic-ring-buff... which takes it even further :)
mandarax8
·4 か月前·議論
Indeed I misread. I figured the NMI must have been nested or otherwise they wouldn't have gone through all this trouble just to drop samples :)
mandarax8
·4 か月前·議論
Not OP: how would you handle the second interrupt during the interrupt handler here then? I can see how you could use two separate ring buffers for different contexts, but I don't see how to handle the nested interrupt. Also indeed they just drop all these samples that get deadlocked.

Actually, as long as you use different ring buffers for interrupt/non-interrupt context, it should be fine to just drop if you encounter a deadlock due to interrupting an already running interrupt handler.
mandarax8
·4 か月前·議論
One thing wasn't clear for me in the article: is there only one such ringbuffer defined by the kernel or can the eBPF program specify as many ringbuffers as it wants?
mandarax8
·4 か月前·議論
I give up, tell me the AABB trick please
mandarax8
·7 か月前·議論
The entire point of the article is that you cannot throw from a destructor. Now how do you signal that closing/writing the file in the destructor failed?
mandarax8
·7 か月前·議論
Maybe we can even find some correlation in the bit pattern of the input and the Boolean table!
mandarax8
·8 か月前·議論
The pixel position has to be known, how else are you rasterizing something?
mandarax8
·9 か月前·議論
Their current OpenGL 4.1 actually does run on top of metal making it even more blatantly obvious that they just don't want to.
mandarax8
·9 か月前·議論
I'm not sure exactly what you mean, but you can both output line primitives directly from the mesh shader or output mitered/capped extruded lines via triangles.

As far as other platforms, there's VK_EXT_line_rasterization which is a port of opengl line drawing functionality to vulkan.
mandarax8
·9 か月前·議論
That said MSVC,GCC and clang all implement it to allocate an exact value.