On 14 September 2013 12:14, Alex Fowler <alex.murat...@gmail.com> wrote:

> Timothy, thanks,for giving a thorough answer to my questions, I appreciate
> this! As far as I understood, you did some work for Clojure team, and you
> have the necessary knowledge to express a knowing opinion on what are the
> implications of the matter.
> James, for some numbers on OpenGL penalties, please refer to message #6 in
> thread (my initial answer for Timothy). You can also google on it, I am
> sure, you will find more information, or, why not, simply call NVIDIA or
> ATI support lines, and ask them. A perfectly valid question for them to
> consult you on :) As for more Java-friendly answers, you might also be
> interested in asking on LWJGL or JOGL forums. Personally I work with OpenGL
> for quite a long time already. Even when we were on C/C++ we never used
> doubles. Then we went Java, and there too,  doubles are nowhere. One of the
> cornerstone computational workhorses of LWJGL, for example, the class
> Vertex3f, has no double version. And that is for a reason, not because Java
> bindings are bad and we must go C-plus-plusing now. Probably, after 10
> years we will have only doubles and longs on GPUs... do you believe in it?
> Why we need them there at all?
>

But presumably you've done some benchmarks that show a loss in performance?
Otherwise I don't understand why you'd be arguing so passionately.

I did some some benchmarks myself, but any performance loss was below the
noise level of my machine.

In theory, if HotSpot is doing its job, then the conversion from a double
to the float is compiled down to a single machine instruction. On the i7
architecture at least, the reciprocal throughput for converting a float
from double to single precision is one clock cycle.

If you're pushing data to the GPU, aren't your primary performance
bottlenecks going to be the latency and bandwidth of the link? I'm having
difficulty seeing how a double-to-float conversion would be an significant
issue.

- James

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