I guess I'd argue if you have 20 items whose full hash collides then something is pretty seriously wrong with the hashing algorithm - raise an error/exception/panic/(whatever is appropriate for the situation) and surface it.
248 karma · joined February 27, 2012
I guess I'd argue if you have 20 items whose full hash collides then something is pretty seriously wrong with the hashing algorithm - raise an error/exception/panic/(whatever is appropriate for the situation) and surface it.
Arm64 provides `dc zva` for this.
If you don't interleave the bits and have large textures (think 4096 pixels wide) where each pixel is 4bytes big, that means there is a distance of 16kb between a pixel and the pixel below it.
This is super bad for caches (really important for the TLB in the MMU which is usually way smaller than data caches).
In GPU literature you'll see this called "tiling" (again like azornathogron said it's not always pure morton order), Intel document their tiling layout, here's an older layout doc:
E.g. if you have a 128x32 then you don't want to interleave the y bits once they are exhausted (only need 5 bits of y, but 7 bits of x to fully address this).
The posted implementation would produce
y6,x6,y5,x5,y4,x4,y3,x3,y2,x2,y1,x1,y0,x0
but really we want: x6,x5,y4,x4,y3,x3,y2,x2,y1,x1,y0,x0The only slight nitpick I have is the unity gui system is also called ugui so search conflicts might be annoying.
The difference is 0.4 to 0.035
An order of magnitude more light reflected.
The drams on an apple chip are still bog standard lpddr. Most benchmarks find the actual memory middle of the road at best.
Critically they aren't magically on the die or any more inside the package than most other high end mobile chips.
One of Apple's actual secret sauces is they can make their big caches fast. Typically latency increases with cache size so it's a tradeoff. Apple trades off less here. And it's not some "only fast because tsmc" it's just really solid engineering at both the architectural and physical design level.
Who cares if every build script in the world breaks, progress waits for no one.