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Developerementation | Stackheap Developer Journal

March 9, 2015 – 4:22 AM. I am currently going over both older PDFs and presentations about D3D12, Mantle, and Vulkan, and am also going over more recent documentation (mainly from GDC). I hope to be able to compile what I’ve been able to discern so far here, as well as present an example of some of my work to create an API which can work on top of D3D11, D3D12, and Vulkan with near-optimal performance for each. Xtd: string benchmarks and details, Part II. January 11, 2015 – 5:47 PM. See Part I here.

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Developerementation | Stackheap Developer Journal | dev.stackheap.com Reviews
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March 9, 2015 – 4:22 AM. I am currently going over both older PDFs and presentations about D3D12, Mantle, and Vulkan, and am also going over more recent documentation (mainly from GDC). I hope to be able to compile what I’ve been able to discern so far here, as well as present an example of some of my work to create an API which can work on top of D3D11, D3D12, and Vulkan with near-optimal performance for each. Xtd: string benchmarks and details, Part II. January 11, 2015 – 5:47 PM. See Part I here.
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1 developerementation
2 stackheap developer journal
3 skip navigation
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5 leave a comment
6 stay tuned
7 posted in libxtd
8 dlmalloc
9 nedmalloc
10 single allocation tests
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Developerementation | Stackheap Developer Journal | dev.stackheap.com Reviews

https://dev.stackheap.com

March 9, 2015 – 4:22 AM. I am currently going over both older PDFs and presentations about D3D12, Mantle, and Vulkan, and am also going over more recent documentation (mainly from GDC). I hope to be able to compile what I’ve been able to discern so far here, as well as present an example of some of my work to create an API which can work on top of D3D11, D3D12, and Vulkan with near-optimal performance for each. Xtd: string benchmarks and details, Part II. January 11, 2015 – 5:47 PM. See Part I here.

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1

general | Developerementation

http://dev.stackheap.com/category/general

March 9, 2015 – 4:22 AM. I am currently going over both older PDFs and presentations about D3D12, Mantle, and Vulkan, and am also going over more recent documentation (mainly from GDC). I hope to be able to compile what I’ve been able to discern so far here, as well as present an example of some of my work to create an API which can work on top of D3D11, D3D12, and Vulkan with near-optimal performance for each. Xtd: string benchmarks and details, Part II. Xtd: string benchmarks and details, Part I.

2

xtd::string benchmarks and details, Part I | Developerementation

http://dev.stackheap.com/2015/01/10/libxtd-xtdstring-benchmarks-and-details

Xtd: string benchmarks and details, Part I. January 10, 2015 – 8:45 PM. This article has been updated with better information. While implementing (or, rather, optimizing) xtd: string, I also analyzed MSVC’s implementation of std: string with the standard Microsoft allocators (VC2015. Nedmalloc 1.10-Beta 3. And Intel TBB 4.3 Update 2. Another difference – std: string is designed around std: allocator, which does not have a reallocation routine. Therefore, all string allocations. This benchmark creates a *...

3

January | 2015 | Developerementation

http://dev.stackheap.com/2015/01

Monthly Archives: January 2015. Xtd: string benchmarks and details, Part II. January 11, 2015 – 5:47 PM. See Part I here. Given their atrocious performances, and have added an iterative test as well. These are the same test as the previous post, but with the new string cache changes. Pseudocode for each (thread) string str = presized string. The results for these are very similar. Tends to perform a little better. std: string wins with very small allocations, xtd: string wins with large allocations.

4

March | 2015 | Developerementation

http://dev.stackheap.com/2015/03

Monthly Archives: March 2015. March 9, 2015 – 4:22 AM. I am currently going over both older PDFs and presentations about D3D12, Mantle, and Vulkan, and am also going over more recent documentation (mainly from GDC). I hope to be able to compile what I’ve been able to discern so far here, as well as present an example of some of my work to create an API which can work on top of D3D11, D3D12, and Vulkan with near-optimal performance for each. Xtd: string benchmarks and details, Part II.

5

D3D12 / Vulkan | Developerementation

http://dev.stackheap.com/2015/03/09/d3d12-vulkan

March 9, 2015 – 4:22 AM. I am currently going over both older PDFs and presentations about D3D12, Mantle, and Vulkan, and am also going over more recent documentation (mainly from GDC). I hope to be able to compile what I’ve been able to discern so far here, as well as present an example of some of my work to create an API which can work on top of D3D11, D3D12, and Vulkan with near-optimal performance for each. Laquo; xtd: string benchmarks and details, Part II. Leave a Reply Cancel reply.

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Developerementation | Stackheap Developer Journal

March 9, 2015 – 4:22 AM. I am currently going over both older PDFs and presentations about D3D12, Mantle, and Vulkan, and am also going over more recent documentation (mainly from GDC). I hope to be able to compile what I’ve been able to discern so far here, as well as present an example of some of my work to create an API which can work on top of D3D11, D3D12, and Vulkan with near-optimal performance for each. Xtd: string benchmarks and details, Part II. January 11, 2015 – 5:47 PM. See Part I here.

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