Proofreading changes

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Ashelyn Dawn 1 year ago
parent e156c4f89d
commit e59294c192
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GPG Key ID: D1980B8C6F349BC1

@ -147,8 +147,7 @@ void main() {
There's a correction factor here (multiplying the value by 255), but that's because There's a correction factor here (multiplying the value by 255), but that's because
my board data had only 0s and 1s in the bytes for indicating an alive or dead my board data had only 0s and 1s in the bytes for indicating an alive or dead
cell. (And on the GPU this kind of data transformation is *very* fast, which is cell, and the shader expects that texture value to have a range between 0 and 255 (the range of a byte).
why I didn't first correct that in Javascript).
The shader also takes two `uniform` parameters for what colors to draw with, so The shader also takes two `uniform` parameters for what colors to draw with, so
I will show you where those get set: I will show you where those get set:
@ -187,7 +186,7 @@ So I don't know that much about how Webassembly execution is implemented into
browsers, but I know enough about actual CPU architectures to make some reasonable browsers, but I know enough about actual CPU architectures to make some reasonable
inferences. inferences.
With that in mind, as I started thinking about more significant algorithm changes As I started thinking about more significant algorithm changes
I could make, I suspected that the largest contributor to time taken in my old I could make, I suspected that the largest contributor to time taken in my old
algorithm was probably from it taking longer to access the Webassembly linear memory algorithm was probably from it taking longer to access the Webassembly linear memory
than local or global variables. At an implementation level this could be because than local or global variables. At an implementation level this could be because
@ -195,7 +194,7 @@ of how the wasm memory relates to the CPU cache, but I didn't really care about
\- I was just curious to see if reducing the number of memory operations my algorithm \- I was just curious to see if reducing the number of memory operations my algorithm
took could provide me more of a speed-up. took could provide me more of a speed-up.
I knew I was already pretty inefficient in this areay - my previous algorithm had made ***10 memory calls per cell*** I knew I was already pretty inefficient in this area - my previous algorithm had made ***10 memory calls per cell***
(8 to check neighbor states, 1 to check the current cell's state, and 1 to store (8 to check neighbor states, 1 to check the current cell's state, and 1 to store
the updated cell's state), so I suspected I could get that much lower. the updated cell's state), so I suspected I could get that much lower.

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