Time |
Nick |
Message |
00:55 |
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01:33 |
paramat |
ninja! =) |
02:11 |
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08:31 |
ANAND |
Looking to use std::tuple to return two closely related values, but I notice tuple isn't used anywhere else in the code. |
08:32 |
ANAND |
I hope we don't have any no-tuple guidelines :) |
08:33 |
ANAND |
Bc I'm not too happy if I have to create a struct just to return two values together. |
08:38 |
p_gimeno |
std::pair? |
08:41 |
ANAND |
Nice |
08:41 |
ANAND |
I'll give it a shot |
08:43 |
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09:06 |
ANAND |
std::pair suits my use-case well |
09:07 |
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09:07 |
ANAND |
Now I'm trying to make an ObjectRef method return two values. Is there any special way to do this, or would simply calling lua_pushnumber and lua_pushboolean suffice? |
09:09 |
ANAND |
I could just take a look at another API method that returns more than one value, but I can't think of any at the moment. :) |
09:11 |
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09:21 |
nerzhul |
ANAND yeah we don't have explicit tuples (std::map are using tuples anyway ^^) |
09:26 |
ANAND |
Right, thanks. I'm using std::pair as p_gimeno suggested. Is that ok? |
09:33 |
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09:52 |
ANAND |
Looking at get_eye_offset; the function simply calls push_v3f twice for first and third. |
09:52 |
ANAND |
Quite simple for a change... :) |
09:55 |
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11:11 |
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12:26 |
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12:35 |
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13:14 |
rubenwardy |
p_gimeno: have you seen this https://github.com/EvidenceBKidscode/ffiopt/blob/master/ffiopt.patch |
13:14 |
rubenwardy |
and this: https://forum.minetest.net/viewtopic.php?f=9&t=22555 |
14:04 |
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15:28 |
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16:13 |
p_gimeno |
rubenwardy: YUCK. Integer for a pointer? |
16:16 |
p_gimeno |
rubenwardy: this was discussed in #6863 and paramat said it was not worth it, because in most Lua mapgens the transfer was a relatively small part of the processing time compared to dealing with the data |
16:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/6863 -- Add LuaJIT FFI-friendly memory-intensive functions |
16:17 |
rubenwardy |
I'm not sure about that |
16:17 |
rubenwardy |
LuaJIT is quite fast |
16:18 |
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16:31 |
p_gimeno |
yeah, in my maze generator (see third post of the thread), transfer time dominated, but that generator has a very small processing time. When there's noise to process in the Lua side, the processing time is almost necessarily bigger than the transfer time, to the point that it typically dominates. |
16:32 |
p_gimeno |
Someone posted a profiler run of mapgen on IRC recently, let me see if I can find it. |
16:35 |
p_gimeno |
http://irc.minetest.net/minetest/2019-04-05#i_5524921 |
16:36 |
p_gimeno |
"setting the data back to the VM" takes 90 of 630 ms |
16:39 |
p_gimeno |
I did some profiling with paramat's riverdev and watershed and found that the speed gain was negligible |
16:40 |
p_gimeno |
well, maybe not negligible, but hard to measure due to the dominance of the processing time (as opposed to transfer time, which is what the patch addresses) |
16:41 |
p_gimeno |
I still liked the idea of having the buffers out of Lua memory, for memory and general Lua performance reasons |
16:46 |
p_gimeno |
wait, does that mod expose FFI for all mods? |
16:46 |
p_gimeno |
that's crazy |
16:52 |
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