Re:Operation Costs in CPU Clock Cycles
by a_e_k on Friday November 11, 2016 @05:07PM
(#12934929)
An important factor is whether it can be branch predicted. If the virtual call nearly always goes to the same method implementation (e.g., always an OpenGL renderer or always a DirectX renderer), it can actually be pretty cheap. They get expensive mainly when the call is constantly jumping to implementations for different object types.
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