I recently ran into an issue in a game where my team and I were storing hundreds of 160-byte config structures in memory. It blew up to over 86kb of data (which doesn't seem like much, but we're already pressed for…
Out of curiosity, how have you managed to do that? I've noticed even with GCC or Clang's -O3 option I'm still getting jumps rather than conditional moves.
I recently ran into an issue in a game where my team and I were storing hundreds of 160-byte config structures in memory. It blew up to over 86kb of data (which doesn't seem like much, but we're already pressed for…
Out of curiosity, how have you managed to do that? I've noticed even with GCC or Clang's -O3 option I'm still getting jumps rather than conditional moves.