Finishing Sort Acceleration via Gridding
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0:09Recap and set the stage for the day
0:09Recap and set the stage for the day
0:09Recap and set the stage for the day
1:43win32_handmade.cpp: Toggle on GlobalShowSortGroups, run the game and view those graphs
1:43win32_handmade.cpp: Toggle on GlobalShowSortGroups, run the game and view those graphs
1:43win32_handmade.cpp: Toggle on GlobalShowSortGroups, run the game and view those graphs
3:59handmade_render.cpp: Accelerate BuildSpriteGraph() by making it loop through everything in each grid cell when we do an insertion
3:59handmade_render.cpp: Accelerate BuildSpriteGraph() by making it loop through everything in each grid cell when we do an insertion
3:59handmade_render.cpp: Accelerate BuildSpriteGraph() by making it loop through everything in each grid cell when we do an insertion
8:45Run the game and see how our ACCELERATED_SPRITE_SORT fares
8:45Run the game and see how our ACCELERATED_SPRITE_SORT fares
8:45Run the game and see how our ACCELERATED_SPRITE_SORT fares
10:08handmade_render.h: Increase the resolution of the SORT_GRID, run the game and see how this affects the speed of BuildSpriteGraph()
10:08handmade_render.h: Increase the resolution of the SORT_GRID, run the game and see how this affects the speed of BuildSpriteGraph()
10:08handmade_render.h: Increase the resolution of the SORT_GRID, run the game and see how this affects the speed of BuildSpriteGraph()
12:00build.bat: Temporarily switch to -O2, run the game and see that this drastically improves the speed of BuildSpriteGraph()
12:00build.bat: Temporarily switch to -O2, run the game and see that this drastically improves the speed of BuildSpriteGraph()
12:00build.bat: Temporarily switch to -O2, run the game and see that this drastically improves the speed of BuildSpriteGraph()
12:55handmade_render.cpp: Pass NoClear() to the PushStruct() calls in BuildSpriteGraph()
12:55handmade_render.cpp: Pass NoClear() to the PushStruct() calls in BuildSpriteGraph()
12:55handmade_render.cpp: Pass NoClear() to the PushStruct() calls in BuildSpriteGraph()
15:14Run the game and consider the possibility that we may be checking things multiple times
15:14Run the game and consider the possibility that we may be checking things multiple times
15:14Run the game and consider the possibility that we may be checking things multiple times
17:29Blackboard: How the grid partitioning makes us check things multiple times
17:29Blackboard: How the grid partitioning makes us check things multiple times
17:29Blackboard: How the grid partitioning makes us check things multiple times
19:19Blackboard: Our two options for avoiding this
19:19Blackboard: Our two options for avoiding this
19:19Blackboard: Our two options for avoiding this
20:34Consider how to tag the sprites as having been touched
20:34Consider how to tag the sprites as having been touched
20:34Consider how to tag the sprites as having been touched
22:53handmade_render.h: Move the existing flags in the sprite_flag enum into the high bits and add Sprite_IndexMask
22:53handmade_render.h: Move the existing flags in the sprite_flag enum into the high bits and add Sprite_IndexMask
22:53handmade_render.h: Move the existing flags in the sprite_flag enum into the high bits and add Sprite_IndexMask
25:11handmade_render.cpp: Make BuildSpriteGraph() & the B->Flags with Sprite_IndexMask
25:11handmade_render.cpp: Make BuildSpriteGraph() & the B->Flags with Sprite_IndexMask
25:11handmade_render.cpp: Make BuildSpriteGraph() & the B->Flags with Sprite_IndexMask
27:04Run the game and see that the cycles are much rarer
27:04Run the game and see that the cycles are much rarer
27:04Run the game and see that the cycles are much rarer
27:34Explain what just happened
27:34Explain what just happened
27:34Explain what just happened
29:12win32_handmade.cpp: Toggle GlobalShowSortGroups off, run the game and see how our changes have affected the speed of BuildSpriteGraph()
29:12win32_handmade.cpp: Toggle GlobalShowSortGroups off, run the game and see how our changes have affected the speed of BuildSpriteGraph()
29:12win32_handmade.cpp: Toggle GlobalShowSortGroups off, run the game and see how our changes have affected the speed of BuildSpriteGraph()
31:26Blackboard: Manual Sort Override
31:26Blackboard: Manual Sort Override
31:26Blackboard: Manual Sort Override
37:28Blackboard: Edges Added Manually
37:28Blackboard: Edges Added Manually
37:28Blackboard: Edges Added Manually
39:54Blackboard: Specifying Sprites to be Drawn as a Group
39:54Blackboard: Specifying Sprites to be Drawn as a Group
39:54Blackboard: Specifying Sprites to be Drawn as a Group
42:40handmade_render.h: Consider adding a Count to the sort_sprite_bound struct
42:40handmade_render.h: Consider adding a Count to the sort_sprite_bound struct
42:40handmade_render.h: Consider adding a Count to the sort_sprite_bound struct
44:32handmade_render_group.h: Try adding a NextOffset to the render_group_entry_header struct
44:32handmade_render_group.h: Try adding a NextOffset to the render_group_entry_header struct
44:32handmade_render_group.h: Try adding a NextOffset to the render_group_entry_header struct
46:38handmade_opengl.cpp: Make OpenGLRenderCommands() daisy-chain the render entries
46:38handmade_opengl.cpp: Make OpenGLRenderCommands() daisy-chain the render entries
46:38handmade_opengl.cpp: Make OpenGLRenderCommands() daisy-chain the render entries
49:57Run the game, demo a sorting situation we need to resolve and consider how to resolve it
49:57Run the game, demo a sorting situation we need to resolve and consider how to resolve it
49:57Run the game, demo a sorting situation we need to resolve and consider how to resolve it
53:00Blackboard: Why put the daisy-chaining into the actual sorting system
53:00Blackboard: Why put the daisy-chaining into the actual sorting system
53:00Blackboard: Why put the daisy-chaining into the actual sorting system
55:21handmade_render_group.cpp: Provisionally make PushRenderElement_() only sort a NewElement, otherwise merge the Existing entry
55:21handmade_render_group.cpp: Provisionally make PushRenderElement_() only sort a NewElement, otherwise merge the Existing entry
55:21handmade_render_group.cpp: Provisionally make PushRenderElement_() only sort a NewElement, otherwise merge the Existing entry
1:01:23Compile and run properly
1:01:23Compile and run properly
1:01:23Compile and run properly
1:01:34Q&A
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1:01:34Q&A
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1:01:34Q&A
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1:02:07Miblo Thanks to the grid partitioning, do we now have a convenient way of doing the graph sort in SIMD, possibly processing four grid squares, or four sprites within a square, at once? Or is it not quite that simple?
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1:02:07Miblo Thanks to the grid partitioning, do we now have a convenient way of doing the graph sort in SIMD, possibly processing four grid squares, or four sprites within a square, at once? Or is it not quite that simple?
🗪
1:02:07Miblo Thanks to the grid partitioning, do we now have a convenient way of doing the graph sort in SIMD, possibly processing four grid squares, or four sprites within a square, at once? Or is it not quite that simple?
🗪
1:05:38themikedx With regards to the flags and the order checking, if you are &ing the flags with the id, to test if you have seen it before, what happens when another item does the same check and &s it with the same (changed) unit? Doesn't that make the result different to the check flags & mask = id for the new item? Did I miss something (or did you & the flags with the mask before you set the id to clear it (the old id) first?
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1:05:38themikedx With regards to the flags and the order checking, if you are &ing the flags with the id, to test if you have seen it before, what happens when another item does the same check and &s it with the same (changed) unit? Doesn't that make the result different to the check flags & mask = id for the new item? Did I miss something (or did you & the flags with the mask before you set the id to clear it (the old id) first?
🗪
1:05:38themikedx With regards to the flags and the order checking, if you are &ing the flags with the id, to test if you have seen it before, what happens when another item does the same check and &s it with the same (changed) unit? Doesn't that make the result different to the check flags & mask = id for the new item? Did I miss something (or did you & the flags with the mask before you set the id to clear it (the old id) first?
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1:06:59Blackboard: How the Flags and the Sprite_IndexMask is working
1:06:59Blackboard: How the Flags and the Sprite_IndexMask is working
1:06:59Blackboard: How the Flags and the Sprite_IndexMask is working
1:09:37handmade_render.cpp: Streamline BuildSpriteGraph() a touch
1:09:37handmade_render.cpp: Streamline BuildSpriteGraph() a touch
1:09:37handmade_render.cpp: Streamline BuildSpriteGraph() a touch
1:13:39goodpau6 Will we ever do any network programming on Handmade Hero (i.e. multiplayer)?
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1:13:39goodpau6 Will we ever do any network programming on Handmade Hero (i.e. multiplayer)?
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1:13:39goodpau6 Will we ever do any network programming on Handmade Hero (i.e. multiplayer)?
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1:14:08bryanwwag I love how you said "we don't want to solve this with hacks" for a particular sorting condition. Do you think the engine should cover most / all boundary conditions or is there room for "boundary hacks" in certain / extreme circumstances?
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1:14:08bryanwwag I love how you said "we don't want to solve this with hacks" for a particular sorting condition. Do you think the engine should cover most / all boundary conditions or is there room for "boundary hacks" in certain / extreme circumstances?
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1:14:08bryanwwag I love how you said "we don't want to solve this with hacks" for a particular sorting condition. Do you think the engine should cover most / all boundary conditions or is there room for "boundary hacks" in certain / extreme circumstances?
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1:14:53Blackboard: On not having the necessary information to do a correct sort in 2D
1:14:53Blackboard: On not having the necessary information to do a correct sort in 2D
1:14:53Blackboard: On not having the necessary information to do a correct sort in 2D
1:17:45Close down
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1:17:45Close down
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1:17:45Close down
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