Re:C++17 constexpr Compile-time Ray Tracer (2017)
by theoh on Tuesday October 30, 2018 @09:53AM
(#18336441)
The argument could be made that compile-time processing is highly appropriate for the static inputs of a program, and, at the other extreme, obviously can't be applied to the dynamic inputs. (Terminology from https://en.wikipedia.org/wiki/Partial_evaluation)
Of course, the raytracer source code is the dynamic input of a compiler. The Futamura projection perspective suggests interesting options here for e.g. specializing raytracers in relation to particular scenes.
Re:C++17 constexpr Compile-time Ray Tracer (2017)
by intea on Tuesday October 30, 2018 @09:13AM
(#18336120)
C++ compilation is massively slowed down by the sheer existence of the preprocessor. This could be drastically improved by the usage of modules which are coming soon(tm).
Both MSVC and Clang already support them experimentally fwiw.
Re:C++17 constexpr Compile-time Ray Tracer (2017)
by Koshkin on Tuesday October 30, 2018 @12:19PM
(#18338250)
To be fair, what slows down compilation is not "the sheer existence" but the extensive use of large and complex #include files.
Is there some theoretical bounds or anything preventing the compilers to be faster or is it just implementation/optimization details?
(GHC tends also to be quite slow.)