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ericniebler.com | ||
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www.cppstories.com
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| | | | | When you see an article about new C++ features, most of the time you'll have a description of major elements. Looking at C++17, there are a lot of posts (including articles from this blog) about structured bindings, filesystem, parallel algorithms, if constexpr, std::optional, std::variant... and other prominent C++17 additions. But how about some smaller parts? | |
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www.foonathan.net
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| | | | | If you want a function that returns multiple values, you'd use a reference and assign the outputs to that. But using a reference has a few drawbacks - it is not obvious in the caller, requires default construction etc. This post will explain why you sometimes need output parameters and how to fix their problems. | |
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hellocplusplus.com
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| | | | | Learn the basics of C++ move semantics and how to use this language feature. This article is useful for programmers of all skill levels. | |
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therealmjp.github.io
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| | | Basics of GPU Memory Integrated/UMA GPUs Dedicated/NUMA GPUs How It Works In D3D12 Common Patterns in D3D12 Textures And The Two-Step Upload Should We Upload Buffers? Working With The COPY Queue Two COPY Queues Are Better Than One? Allocating Staging Memory What About DirectStorage? Results From My Testing App CPU Write Performance CPU Read Performance GPU Read Performance, Normal Access GPU Read Performance, Non-Coalesced Access GPU Read Performance, Various Buffer Sizes Conclusion When the monkey's paw granted our wish for lower-level/explicit graphics APIs, one of the consequences was that we were much more directly exposed to the fact that GPUs can have their own separate set of physical memory. | ||