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It might also be interesting to comment on more existing proposals from the perspective of gaming/realtime programming. Here are some proposals that I think are of interest.
* Standard SIMD types (N3759).
As explained in Michael's document, making the language aware of their existence would solve lots of alignment problems.
N4237 | Language Extensions for Vector loop level parallelism | R. Geva, C. Nelson | 2014-10-10 | 2014-10 | Concurrency | ||
N4238 | An Abstract Model of Vector Parallelism | Pablo Halpern | 2014-10-13 | 2014-10 | Concurrency |
* Static reflection (N3996).In my experience, games tend to use a ton of enums (often auto-generated by tools) to communicate between systems. Being able to iterate over enums or automatically convert them to strings would be helpful for writing debuggers, loggers, profilers..
Furthermore, this could make it possible to automatically convert data structures between SoA (Struct of Array) and AoS (Array of Struct), which would make it a lot easier to experiment and find which layouts of memory have optimal memory access patterns. It would be way more interesting to use std algorithms if they allowed writing layout-agnostic code to use with SoA/AoS. Such a feature would be even better if possible to use for SIMD types, ie. being able to easily change your data from xyzw xyzw xyzw xyzw to xxxx yyyy zzzz wwww.
The importance of design considerations with SIMD was highlighted in a GDC talk this year (https://deplinenoise.files.wordpress.com/2015/03/gdc2015_afredriksson_simd.pdf), and from reading the slides you can see that one of the only viable options for these game developers is still just to use intrinsics, which could definitely use cleaning up from a language perspective.
On Thu, Apr 9, 2015 at 2:58 PM, Michael Wong <fragga...@gmail.com> wrote:
HI all, I have been negligent (due to my other papers in flight for the same mailing deadline) in identifying when the mailing deadline is for the next C++ Standard meeting in Lenexa. It is actually tomorrow, Friday April 10. In reality, they usually give us a bit of grace period such that we can still submit something Monday April 13.
As such I took upon myself to look through some of the emails and pick out (mostly from Sean's email) enough information (which I think we have) to create a paper to be submitted. If you like to add more to this paper, please respond. I will try to help guide this forward if people want to submit our findings so far as a paper. If you do not want me to submit, I am find with that too. Here is the paper, please let me know if you want to add to it. If enough people want to edit together, I will even put it on as a Google doc so everyone can work on it this weekend.
Sorry for the late notice, but you would be surprised how many last minute paper are cobbled together as everyone has a full time day job.
Thanks.
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Hi Michael,
Thanks for updating the document!
Could you host it as a google doc? I started doing some work on it, but it's hard to merge changes with this workflow.
On Sun, Apr 12, 2015 at 7:55 AM, Michael Wong <fragga...@gmail.com> wrote:
HI all, I have done another pass over the paper, added the last comment from Nicolas, and the paper number. Reformatted things a bit more. I am still missing an Abstract and a Motivation section. If someone would liek to contribute the Motivation that would help, otherwise I will put something together.
Next is if anyone also would like to be added as co-author of the paper, I am happy to add their names. Otherwise, I would add the whole group to the acknowledgement section.
On Thursday, April 9, 2015 at 5:58:27 PM UTC-4, Michael Wong wrote:HI all, I have been negligent (due to my other papers in flight for the same mailing deadline) in identifying when the mailing deadline is for the next C++ Standard meeting in Lenexa. It is actually tomorrow, Friday April 10. In reality, they usually give us a bit of grace period such that we can still submit something Monday April 13.
As such I took upon myself to look through some of the emails and pick out (mostly from Sean's email) enough information (which I think we have) to create a paper to be submitted. If you like to add more to this paper, please respond. I will try to help guide this forward if people want to submit our findings so far as a paper. If you do not want me to submit, I am find with that too. Here is the paper, please let me know if you want to add to it. If enough people want to edit together, I will even put it on as a Google doc so everyone can work on it this weekend.
Sorry for the late notice, but you would be surprised how many last minute paper are cobbled together as everyone has a full time day job.
Thanks.
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Thank you Michael for this work putting the document together. We are
all of course very eager to see what comes of it after Lenexa.
I still have a small stack of items I didn't have a chance to get to
for this round of papers; I did want to actually get an initial
flat_map proposal in, for instance. It might be useful to hear what
feedback the committee has on those items, if for no other reason than
to know what counter-arguments to put into such a paper.
There are - as N4456 notes - some items needing further investigation
or benchmarking. There's some folk wisdom in the industry that might
have become invalid with modern C++ implementations. Item 4 in the
paper, for instance; I've definitely seen vast measurable improvements
with some simplification of deep call hierachiries in compiler member
functions, but I don't have a nice publicly-shareable reproduceable
benchmark. Nor do I have measurements across a wide breadth of
compilers. This is not something I am likely to get around to
correcting, so there's room for a hero to step in and help out. :)
Again, thank you Michael!
-Sean
p.s. I am slightly chagrined and am hoping that a quote from me is not
the very first time the word "crap" has shown up in a paper submitted
to the committee... but that's what I get for being unavailable during
editing, I suppose. :)
This (identifying papers that are of interest for this group) should certainly be an additional section of the paper.
On Thursday, April 9, 2015 at 9:27:45 PM UTC-4, Nicolas Guillemot wrote:It might also be interesting to comment on more existing proposals from the perspective of gaming/realtime programming. Here are some proposals that I think are of interest.
* Standard SIMD types (N3759).
As explained in Michael's document, making the language aware of their existence would solve lots of alignment problems.http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2013/n3759.html
I didn't find any record that this was discussed, most likely because the author was not there. Let me check with the author.
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>> There should be something in the slide that tells the committee how much C++ is used in Games.
C++ is used almost universally in games on platforms which freely support C++. The vast majority of serious games written for desktop platforms (Windows, Mac OS, Linux), console platforms (PS4, XBox, Wii), and hand-held platforms (3DS, Shield) are in C++. Even C is almost unheard of in game development.
Nearly all game engines are written in C++, though some of them expose a non-C++ scripting interface to the engine user (e.g. Unity is written in C++ but exposes a .Net interface). Game engines written in C++ include all the major game engines, such as Unreal Engine, Unity, Frostbite, Source Engine, Havok, Ogre, etc.
On Android C++ is available only in native mode development, which is somewhat tedious to use. As a result, only highly performance-sensitive games tend to be developed in C++ on Android. iOS supports both Objective C and C++, but any application is effectively forced into using at least some Objective C in order to interface with the OS. iOS games tend to be written in Objective C or a mix of Objective C and C++.
Paul Pedriana
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