Re: A ready to use Vulkan triangle example for D
On Monday, 30 May 2016 at 11:30:24 UTC, Manuel König wrote: On Fri, 27 May 2016 18:40:24 +, maik klein wrote: [...] Nice, runs without errors for me. I have a triangle example project too, but weird stuff happens when I resize my window. I see your window has fixed size, maybe I have more luck adding window resizing to your example. Will tell you when I get it to work. Does anyone here have a working vulkan window with a resizable window? I think its more of an xcb issue than a vulkan issue in my code, because even when I do - create xcb window with dimensions (w1, h1) - resize it to dimensions (w2, h2) (no vulkan interaction yet) - create a vulkan surface from that window - render the rendered image still has the original size (w1, h1), and I loose my vulkan device when (w2, h2) deviates too much from the original size. You probably have to update a lot of code https://github.com/MaikKlein/VulkanTriangleD/blob/master/source/app.d Do a ctrl+f vkcontext.width and you will see all the code that needs to be updated.
Re: A ready to use Vulkan triangle example for D
On Sunday, 29 May 2016 at 00:37:54 UTC, Alex Parrill wrote: On Saturday, 28 May 2016 at 19:32:58 UTC, maik klein wrote: Btw does this even work? I think the struct initializers have to be Foo foo = { someVar: 1 }; `:` instead of a `=` I didn't do this because I actually got autocompletion for `vertexInputStateCreateInfo.` and that meant less typing for me. No, its equals. In C it's a colon, which is a tad confusing. https://dpaste.dzfl.pl/bd29c970050a
Re: A ready to use Vulkan triangle example for D
On Saturday, 28 May 2016 at 17:50:30 UTC, Alex Parrill wrote: On Saturday, 28 May 2016 at 10:58:05 UTC, maik klein wrote: derelict-vulcan only works on windows, dvulkan doesn't have the platform dependend surface extensions for xlib, xcb, w32 and wayland. Without them Vulkan is unusable for me. I really don't care what I use, I just wanted something that works. Platform extension support will be in the next release of d-vulkan. It doesn't include platform extensions now because I wanted to find a way to implement it without tying d-vulkan to a specific set of bindings, though I can't seem to find a good solution unfortunately... I personally use the git version of GLFW, which handles the platform-dependent surface handling for me. As for the demo itself... It might help explain things more if the separate stages (instance creation, device creation, setting up shaders, etc) were split into their own functions, instead of stuffing everything into `main`. Struct initializers are also useful when dealing with Vulkan info structs, since you don't have to repeat the variable name each time. Ex this: VkPipelineVertexInputStateCreateInfo vertexInputStateCreateInfo = {}; vertexInputStateCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; vertexInputStateCreateInfo.vertexBindingDescriptionCount = 1; vertexInputStateCreateInfo.pVertexBindingDescriptions = vertexInputStateCreateInfo.vertexAttributeDescriptionCount = 1; vertexInputStateCreateInfo.pVertexAttributeDescriptions = Can become: VkPipelineVertexInputStateCreateInfo vertexInputStateCreateInfo = { sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO, // also sType is pre-set with erupted or d-derelict vertexBindingDescriptionCount = 1, pVertexBindingDescriptions = , vertexAttributeDescriptionCount = 1, pVertexAttributeDescriptions = , }; I think its personal preference, I like tutorials more if everything I just in the main instead of creating their own "architecture". Though I could probably group with comments. I saw that sType was a default value after a few hours and that is when I started using it. But at the end I was so annoyed by typing all the enums by hand that I mostly copied stuff from other people and translated it to D. This was mostly caused by my current vim D setup with vim-dutyl and dcd, it is really unreliable and I didn't get any sane autocompletion. (I have to investigate that at some point). Btw does this even work? I think the struct initializers have to be Foo foo = { someVar: 1 }; `:` instead of a `=` I didn't do this because I actually got autocompletion for `vertexInputStateCreateInfo.` and that meant less typing for me.
Re: A ready to use Vulkan triangle example for D
On Saturday, 28 May 2016 at 03:02:23 UTC, WhatMeWorry wrote: On Friday, 27 May 2016 at 18:40:24 UTC, maik klein wrote: https://github.com/MaikKlein/VulkanTriangleD Another dependency is ErupteD which I have forked myself because there is currently an issue with xlib-d and xcb-d with their versioning. Nice work. As a person still trying to understand modern OpenGL, I admire your jump into Vulkan. Just a quick question if I may; Why did you use ErupteD over say d-vulkan or derelict-vulcan? From my brief perusal of all three, they all seem kind of the same. Thanks. derelict-vulcan only works on windows, dvulkan doesn't have the platform dependend surface extensions for xlib, xcb, w32 and wayland. Without them Vulkan is unusable for me. I really don't care what I use, I just wanted something that works.
A ready to use Vulkan triangle example for D
https://github.com/MaikKlein/VulkanTriangleD Currently only Linux is supported but it should be fairly easy to also add Windows support. Only the surface extensions have to be changed. The example requires Vulkan ready hardware + driver + LunarG sdk with validation layer + sdl2. Another dependency is ErupteD which I have forked myself because there is currently an issue with xlib-d and xcb-d with their versioning. The example is also not currently completely 100% correct but it should run on most hardware. I don't get any validation errors but I am sure I have made a few mistakes along the way. It took me around 15 hours to get to a working triangle and I hope this might help someone who is interested in Vulkan.
Re: Battle-plan for CTFE
On Monday, 9 May 2016 at 16:57:39 UTC, Stefan Koch wrote: Hi Guys, I have been looking into the DMD now to see what I can do about CTFE. Unfortunately It is a pretty big mess to untangle. Code responsible for CTFE is in at least 3 files. [dinterpret.d, ctfeexpr.d, constfold.d] I was shocked to discover that the PowExpression actually depends on phobos! (depending on the exact codePath it may or may not compile...) which let to me prematurely stating that it worked at ctfe [http://forum.dlang.org/thread/ukcoibejffinknrbz...@forum.dlang.org] My Plan is as follows. Add a new file for my ctfe-interpreter and update it gradually to take more and more of the cases the code in the files mentioned above was used for. Do Dataflow analysis on the code that is to be ctfe'd so we can tell beforehand if we need to store state in the ctfe stack or not. Or baring proper data-flow analysis: RefCouting the variables on the ctfe-stack could also be a solution. I will post more details as soon as I dive deeper into the code. What is the current problem with ctfe? Before I switched from C++ to D a few months ago I was heavily using boost hana in C++. I tried to emulate hana in D which worked quite well but the compile time performance was absolutely horrific https://maikklein.github.io/2016/03/01/metaprogramming-typeobject/ After that I tried a few other things and I compared the compile times with https://github.com/boostorg/hana/tree/master/benchmark which I could never beat. The fastest thing, if I remember correctly, was string mixins but they used up too much memory. But I have to say that I don't know much about the D internals and therefore don't know how I would optimize ct code execution.
Re: C#7 features
On Monday, 9 May 2016 at 13:09:24 UTC, Jacob Carlborg wrote: On 2016-05-09 14:46, John wrote: C# 7's tuples are something different though. They don't even map to System.Tuple. The syntax is: (int x, int y) GetPoint() { return (500, 400); } var p = GetPoint(); Console.WriteLine($"{p.x}, {p.y}"); Would be nice to have in D. Both with and without named fields. I mean it is not much shorter than in D alias Point = Tuple!(int, "x", int, "y"); Point getPoint(){ return Point(500, 400); } What would be nice though if tuples would be implicitly convertible to named tuples, if the types matches. Tuple!(int, "x", int, "y") getPoint(){ return tuple(500, 400); }
Re: [Blog post] Why and when you should use SoA
On Sunday, 27 March 2016 at 16:18:18 UTC, ZombineDev wrote: On Saturday, 26 March 2016 at 20:55:17 UTC, maik klein wrote: [snip] Thanks, yes that is simpler. But I am not sure that I want to have pluggable containers in SOA, mostly because every field would have overhead from the container. For example array has size, length etc as overhead, but it is also not that much and probably won't matter anyway. But I also thought about it, maybe sometimes I want to use a map instead of an array for some fields. So I need to have a way of telling which field should get which container. Maybe something like this: SOA!(Foo, Array, HashMap, DList); The current implementation is mostly for experimentation. Never mind. Anything with memory representation different from an array would ruin cache locality. My thinking was that using a container defined somewhere else would simplify the code. I tried a couple approaches and came up with the following, which I think this is the most efficient in terms of space overhead and number of allocations (but still generic), implementation that is possible: http://dpaste.dzfl.pl/3de1e18756f8 It took me a couple of tries, but overall I'm satisfied my code, although is it's more low-level and more meta-heavy than yours. I also thought about doing it this way but I wasn't sure that it would be better overall. I am not sure that one big buffer is better than several smaller ones overall. I mean it is definitely more space efficient because you only have one pointer and reallocation is one big reallocation instead of smaller ones. But it seems to me that smaller reallocations might be cheaper because you should have a higher chance of growing without reallocating. Then again your approach will have no fragmented memory at all which might also be a good thing. I just have not enough knowledge to know exactly what is better. Maybe we could maintain our implementations side by side and benchmark them for certain scenarios. A lot of functionality is still missing in my implementation.
Re: futures and related asynchronous combinators
On Sunday, 27 March 2016 at 07:16:53 UTC, Vlad Levenfeld wrote: https://github.com/evenex/future/ I've been having to do a lot of complicated async work lately (sometimes multithreaded, sometimes not), and I decided to abstract a some patterns out and unify them with a little bit of formalism borrowed from functional languages. I've aimed to keep things as simple as possible while providing a full spread of functionality. This has worked well for me under a variety of use-cases, but YMMV of course. [...] What happens when you spawn a future inside a future and call await? Will the 'outer' future be rescheduled?
Re: [Blog post] Why and when you should use SoA
On Sunday, 27 March 2016 at 02:20:09 UTC, Alex Parrill wrote: Also I forgot to mention: Your "Isn’t SoA premature optimization?" section is a textbook YAGNI violation. I might have to refactor my web app to support running across multiple servers and internationalization when it becomes the Next Big Thing, but it more than likely will not become the Next Big Thing, so it's not productive for me to add additional complexity to "make sure my code scales" (and yes, SoA does add complexity, even if you hide it with templates and methods). Personally I don't think it adds any complexity but everyone has to decide that for him or herself. But it is quite annoying to refactor from AoS to SoA (at least with my implementation). And you are right for webdev that probably doesn't matter as much but for games you hit that level pretty fast. It is just too easy for game developers to push the limits. "Oh hey lets see how many AI's I can spawn". Maybe you can have 10 AI's or 100 AI's running around. Or maybe you have a gameserver for a completive game that runs at 100 updates per seconds, wouldn't it be nice to actually have it run at 500 on the same hardware? Basically as a gamedev you are always resource bound.
Re: [Blog post] Why and when you should use SoA
On Sunday, 27 March 2016 at 01:39:44 UTC, Simen Kjaeraas wrote: On Friday, 25 March 2016 at 01:07:16 UTC, maik klein wrote: Link to the blog post: https://maikklein.github.io/post/soa-d/ Link to the reddit discussion: https://www.reddit.com/r/programming/comments/4buivf/why_and_when_you_should_use_soa/ Neat. I've actually thought about writing exactly this kind of template for the fun of it. Thank you for showing how it'd work. Btw, your use of Tuple!ArrayTypes for the 'containers' field strikes me as unnecessary, as ArrayTypes on its own would cover all your use cases. -- Simen Yeah you are right, initially I thought I would use the a "named" tuple, like tuple(5, "field1", 1.0f, "field2"); but it was just unnecessary.
Re: [Blog post] Why and when you should use SoA
On Saturday, 26 March 2016 at 23:31:23 UTC, Alex Parrill wrote: On Friday, 25 March 2016 at 01:07:16 UTC, maik klein wrote: Link to the blog post: https://maikklein.github.io/post/soa-d/ Link to the reddit discussion: https://www.reddit.com/r/programming/comments/4buivf/why_and_when_you_should_use_soa/ I think structs-of-arrays are a lot more situational than you make them out to be. You say, at the end of your article, that "SoA scales much better because you can partially access your data without needlessly loading unrelevant data into your cache". But most of the time, programs access struct fields close together in time (i.e. accessing one field of a struct usually means that you will access another field shortly). In that case, you've now split your data across multiple cache lines; not good. Your ENetPeer example works against you here; the the packetThrottle* variables would be split up into different arrays, but they will likely be checked together when throttling packets. Though admittedly, it's easy to fix; put fields likely to be accessed together in their own struct. The SoA approach also makes random access more inefficient and makes it harder for objects to have identity. Again, your ENetPeer example works against you; it's common for servers to need to send packets to individual clients rather than broadcasting them. With the SoA approach, you end up accessing a tiny part of multiple arrays, and load several cache lines containing data for ENetPeers that you don't care about (i.e. loading irrelevant data). I think SoA can be faster if you are commonly iterating over a section of a dataset, but I don't think that's a common occurrence. I definitely think it's unwarranted to conclude that SoAs "scale much better" without noting when they scale better, especially without benchmarks. I will admit, though, that the template for making the struct-of-arrays is a nice demonstration of D's templates. The next blog post that I am writing will contain a few benchmarks for SoA vs AoS. But most of the time, programs access struct fields close together in time (i.e. accessing one field of a struct usually means that you will access another field shortly). In that case, you've now split your data across multiple cache lines; not good. You can still group the data together if you always access it together. What you wrote is actually not true for arrays, at least the way you wrote it. Array!Foo arr Iterating over 'arr', you will always load the complete Foo struct into memory, unless you hide stuff behind pointers. The SoA approach also makes random access more inefficient and makes it harder for objects to have identity. No it actually makes it much better because you only have to load the relevant stuff into memory. But you usually don't look at your objects in isolation. AoS makes sense if you always care about all fields like for example Array!Vector3. You usually access all components of a vector. What you lose is the general feel of oop. Vector add(Vector a, Vector b); Array!Vector vectors; add(vectors[index1], vectors[index2]); This really just won't work with SoA, especially if you want to mutate the data behind with a reference. For this you would just use AoS. Btw I have done a lot of benchmarks and SoA in the worst case was always as fast as SoA. But once you actually only access partial data, SoA can potentially be much faster. This is what I mean with scaling You start with struct Test{ int i; int j; } Array!Test tests; and you have absolutely no performance problem for 'tests' because it is just so small. But after a few years Test will have grown much bigger. struct Test{ int i; int j; int[100] junk; } If you use SoA you can always add stuff without any performance penalty, that is why I said that it "scales" better. But as I have said in the blog post, you will not always replace AoS with SoA, but you should replace AoS with SoA where it makes sense. I think SoA can be faster if you are commonly iterating over a section of a dataset, but I don't think that's a common occurrence. This happens in games very often when you use inheritance, your objects just will grow really big the more functionality you add. Like for example you just want to move all objects based on velocity, so you just care about Position, Velocity. You don't have to load anything else into memory. An entity component system really is just SoA at its core.
[Blog post] Why and when you should use SoA
Link to the blog post: https://maikklein.github.io/post/soa-d/ Link to the reddit discussion: https://www.reddit.com/r/programming/comments/4buivf/why_and_when_you_should_use_soa/
Metaprogramming with type objects in D
Discussion: https://www.reddit.com/r/programming/comments/48dssq/metaprogramming_with_type_objects_in_d/ Direct link: https://maikklein.github.io/2016/03/01/metaprogramming-typeobject/
Re: Vision for the first semester of 2016
On Monday, 25 January 2016 at 13:08:18 UTC, Rory McGuire wrote: On Mon, Jan 25, 2016 at 2:46 PM, Andrei Alexandrescu via Digitalmars-d-announcewrote: On 01/25/2016 04:17 AM, Rory McGuire via Digitalmars-d-announce wrote: Looking at the way we have things now, it would actually be quite simple to make two downloads, one with everything and one with the bare minimum. If we changed phobos to compile like the recent vibe.d version does then we can even pick and choose sections of phobos. I suppose "he who has the vision" can do either type of release with our current tools. What would be the benefits of this? My knee-jerk reaction is this is a large and disruptive project with no palpable benefits. -- Andrei Yep, thats kind of what I was saying in the end. If someone wanted to they could make such a release independently. I'm trying to hack on the compiler, personally I wish all those with the know how would put their efforts into documenting how the compiler works and what the different parts do, that way we could have more contributors. +1 On lifetime management and tooling. I would like to see a lot of improvements for DCD also tools for refactoring would also be extremely useful. As for splitting up everything into small packages, I don't think D is there yet. I am still new but I already found several libraries that I wanted to use that not follow the "official" D Style guide. I would not want to include N different libraries that use N different coding styles. Look at Rust for example, you will find that pretty much every library uses the "official" style guide. I think that is because it is mostly "enforced" by the compiler as a warning. I really don't care how I write my code, but I care deeply about consistency. Another point is that I couldn't find any metaprogramming library for D yet. Yes there is std.meta but it is extremely lacking, this is quite obvious if you look into the std. For example in "zip" return mixin (q{ElementType(%(.moveAt(ranges[%s], n)%|, %))}.format(iota(0, R.length))); This could be easily expressed as a general metafunction. Also std.meta mostly focusses on compile time stuff but I don't think there is anything for a "Tuple". Some inspiration could be found here https://github.com/boostorg/hana
Re: GDC Explorer Site Update
On Monday, 25 January 2016 at 23:08:32 UTC, Iain Buclaw wrote: Hi, After a much needed rebuild of the server running various GDC-related hosted services [http://forum.dlang.org/post/zrnqcfhvyhlfjajtq...@forum.dlang.org] - I've gotten round to updating the compiler disassembler. http://explore.dgnu.org/ Now supports 12 different architectures from ARM to SystemZ! (not including -m32 or any -march options) Enjoy. Iain. This is awesome, I think I am going to use this to finally learn some assembly. But I am not quite sure though what the output is, is it x86 or x64?