|
|
|
|
|
by ErroneousBosh
205 days ago
|
|
Denormals in audio code are kind of the "perfect storm", because they take ages to deal with - you're suddenly back into softfloat land - and because you have to deal with many thousands of them in a few hundred microseconds. We take how fast hardware floating point is for granted. I suspect it would be interesting to compare something compiled with softfloat with a normal benchmark and see just how bad it is. It's a great reason to do your DSP code in fixed-point, which is just integer with a couple of steps you have to write down on paper to keep straight until you get to the end. Or, I do, because I suck at arithmetic. Just do it all in machine-length signed ints, and forget all the mystical world of tiny tiny floating point values ;-) |
|
I remember this dps site with lost of c and delphi code, there is where I found what denormals are.
Nowdays I dont see DPS code dealing with denormals. Maybe the CPU does not have to do it in software anymore? I don't really know.