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# How to re-compile only file that changed using Microsoft compiler?

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I'm not sure if this is the right place for this question, but I'll give it shot

Using Visual Studio Code, I have the task.json set up to launch a batch file that is set up like follow:

@echo off
call "Z:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvarsall.bat" x86

set INC_PROJECT_PATH="Z:\Asus\Documenti\VS Code\Projects\Packman Clone 1"
set INC_SDL_PATH="Z:\Dependencies\SDL2-2.0.5\SLD2"

set SOURCE1_PATH="Z:\Asus\Documenti\VS Code\Projects\Packman Clone 1\source\*.cpp"
set SOURCE2_PATH="Z:\Asus\Documenti\VS Code\Projects\Packman Clone 1\Engine\*.cpp"

set LIB_SDL_PATH="Z:\Dependencies\SDL2-2.0.5\lib\x86"
set OUTPUT_PATH="Z:\Asus\Documenti\VS Code\Projects\Packman Clone 1\Debug\Pacman.exe"

cl /std:c++latest /W4 /ZI ^
/I %INC_SDL_PATH% /I %INC_PROJECT_PATH% ^
/EHsc %SOURCE1_PATH% %SOURCE2_PATH% ^
/LIBPATH:%LIB_SDL_PATH% SDL2main.lib SDL2.lib ^
/out:%OUTPUT_PATH%

I'm not totally sure about what it's doing and I'm piecing it togeter as I go (trial and error + google), so if I got it right, the *.cpp at the end of those paths,  it means that every time I build it will build all the .cpp that it finds in those 2 paths.

And that doesn't sounds good, so I was wondering, there is a way to tell it to re-compile only the files that have changed?

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Any particular reason your not using the IDE to compile your project?  It does this automatically.

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1 hour ago, Mike2343 said:

Any particular reason your not using the IDE to compile your project?  It does this automatically.

Yes, I'm using Visual Studio Code, not Visual Studio Community. The reason is it's VERY fast to launch and vastly superior color themes (in my opinion) compared to VS Community

I'd rather spend a week sorting this out once and for all than waiting 15-20sec every time I double click on VS Community...I just need to sort out this compilation matter and then I'm never going back to VS Community

By the way if is a time consuming to explain process no need to explain it to me, pointing me in the right direction (maybe a link) will do

Edited by MarcusAseth

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Weird, Community loads in < 10 seconds for me.  But I've read a few places where people were saying it loads slowly for them (mines installed on an SSD maybe that help, who knows).  Also, I think you will be losing time over your life instead of gaining it lol.  You can also download color themes online ;-)

But the cl command for minimal rebuild is /Gm, you'll need /Zi according to my command prompt tests though, /Zi is for debugging information, so maybe only with debug builds?).

Edit:

Also, found this, seems there is an option task.json file you can make: https://blogs.msdn.microsoft.com/vcblog/2016/10/24/building-your-c-application-with-visual-studio-code/

Edit #2: Fixed a few typos.

Edited by Mike2343

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Thanks, that was easier than expected!

Also I bet the fact you have VSC on SSD is a major factor, mine is on the hard drive x_x

Regarding VSC styles I don't like the fact that they only change the interior of the editor and rarely match the surrounding of the IDE, and even though VSC Themes plugin solves it the default themes it comes with are not so great (compared to VS Code) and I failed to find user made themes packs online. Also the visual simplicity of VS Code is a factor for me, VS Community clutter my brain with too many panels x_x

Many reasons   Anyway thanks

Edited by MarcusAseth

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On 04/02/2018 at 10:51 PM, MarcusAseth said:

Also I bet the fact you have VSC on SSD is a major factor, mine is on the hard drive x_x

Since the issue is resolved, and we're a little more free to drift off topic...

I can't emphasise nearly enough just how urgently you should save up the $150 for a basic SSD. Or better yet, the$230 for a ridiculously fast SSD.

It'll do more for your computer than a fairly significant CPU or GPU upgrade. Life is too short to run spinning platter drives for much other than backups...

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I actully have both on my pc, though when I purchased them people where talking about "short lifetime of SSD", so mine is used only to run the OS and everything else has to go in the hard drive. I'm just too afraid to break it

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36 minutes ago, MarcusAseth said:

I actully have both on my pc, though when I purchased them people where talking about "short lifetime of SSD", so mine is used only to run the OS and everything else has to go in the hard drive. I'm just too afraid to break it

You should be fine if you put all your software and your coding projects on the SSDs for performance reasons, and also keep a backup on another drive (and offsite, like GitHub or Bitbucket or even Dropbox).  I haven't had any of my SSDs fail..yet.  Knock on wood.

SSDs are just so noticably faster than HDDs, you should use it for anything that needs high random access throughput - loading programs, compiling, etc.  Use the bigger, cheaper HDD for larger files which don't need to be read as frequently or as quickly.

Edited by Nypyren

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5 hours ago, MarcusAseth said:

I actully have both on my pc, though when I purchased them people where talking about "short lifetime of SSD", so mine is used only to run the OS and everything else has to go in the hard drive. I'm just too afraid to break it

I have only a SSD (no HDD) in my notebook which I use for both programming and gaming. So far after 3 years of use, the SSD is still alive and running. You should not worry too much about the lifetime difference between SSD and HDD (I know lots of HDDs who eventually failed). Just make a backup independent of which drive you use.

On 2/5/2018 at 7:51 AM, MarcusAseth said:

though VSC Themes plugin solves it the default themes it comes with are not so great

You can tweak lots of colors yourself via the options, starting from a given theme of the Color Theme Editor for Visual Studio 2017.

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10 hours ago, MarcusAseth said:

I actully have both on my pc, though when I purchased them people where talking about "short lifetime of SSD", so mine is used only to run the OS and everything else has to go in the hard drive. I'm just too afraid to break it

This is probably going a bit off topic but I'll add my 5 cents.

I've had my 120 GB SSD for around 4 years. According to CrystalDiskInfo it has seen 56 TB of reads, 35 TB of writes, 1700 power on count, 28,110 power on hours (I suppose that makes an average of 16.5 hours per day) and it's still at 88% integrity. This leads me to believe average SSD will become morally and technologically obsolete way before it actually needs to be replaced. My pagefile, OS, all software, most games, and movies are on this SSD and it handles just fine. I did not torrent from it though (HDD has that role).

On a side note, my other HDD with 38,000 power on hours already has some reallocated sectors.

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Introduction:
In general my questions pertain to the differences between floating- and fixed-point data. Additionally I would like to understand when it can be advantageous to prefer fixed-point representation over floating-point representation in the context of vertex data and how the hardware deals with the different data-types. I believe I should be able to reduce the amount of data (bytes) necessary per vertex by choosing the most opportune representations for my vertex attributes. Thanks ahead of time if you, the reader, are considering the effort of reading this and helping me.
I found an old topic that shows this is possible in principal, but I am not sure I understand what the pitfalls are when using fixed-point representation and whether there are any hardware-based performance advantages/disadvantages.
(TLDR at bottom)
The Actual Post:
To my understanding HLSL/D3D11 offers not just the traditional floating point model in half-,single-, and double-precision, but also the fixed-point model in form of signed/unsigned normalized integers in 8-,10-,16-,24-, and 32-bit variants. Both models offer a finite sequence of "grid-points". The obvious difference between the two models is that the fixed-point model offers a constant spacing between values in the normalized range of [0,1] or [-1,1], while the floating point model allows for smaller "deltas" as you get closer to 0, and larger "deltas" the further you are away from 0.
To add some context, let me define a struct as an example:
struct VertexData { float[3] position; //3x32-bits float[2] texCoord; //2x32-bits float[3] normals; //3x32-bits } //Total of 32 bytes Every vertex gets a position, a coordinate on my texture, and a normal to do some light calculations. In this case we have 8x32=256bits per vertex. Since the texture coordinates lie in the interval [0,1] and the normal vector components are in the interval [-1,1] it would seem useful to use normalized representation as suggested in the topic linked at the top of the post. The texture coordinates might as well be represented in a fixed-point model, because it seems most useful to be able to sample the texture in a uniform manner, as the pixels don't get any "denser" as we get closer to 0. In other words the "delta" does not need to become any smaller as the texture coordinates approach (0,0). A similar argument can be made for the normal-vector, as a normal vector should be normalized anyway, and we want as many points as possible on the sphere around (0,0,0) with a radius of 1, and we don't care about precision around the origin. Even if we have large textures such as 4k by 4k (or the maximum allowed by D3D11, 16k by 16k) we only need as many grid-points on one axis, as there are pixels on one axis. An unsigned normalized 14 bit integer would be ideal, but because it is both unsupported and impractical, we will stick to an unsigned normalized 16 bit integer. The same type should take care of the normal vector coordinates, and might even be a bit overkill.
struct VertexData { float[3] position; //3x32-bits uint16_t[2] texCoord; //2x16bits uint16_t[3] normals; //3x16bits } //Total of 22 bytes Seems like a good start, and we might even be able to take it further, but before we pursue that path, here is my first question: can the GPU even work with the data in this format, or is all I have accomplished minimizing CPU-side RAM usage? Does the GPU have to convert the texture coordinates back to a floating-point model when I hand them over to the sampler in my pixel shader? I have looked up the data types for HLSL and I am not sure I even comprehend how to declare the vertex input type in HLSL. Would the following work?
struct VertexInputType { float3 pos; //this one is obvious unorm half2 tex; //half corresponds to a 16-bit float, so I assume this is wrong, but this the only 16-bit type I found on the linked MSDN site snorm half3 normal; //same as above } I assume this is possible somehow, as I have found input element formats such as: DXGI_FORMAT_R16G16B16A16_SNORM and DXGI_FORMAT_R16G16B16A16_UNORM (also available with a different number of components, as well as different component lengths). I might have to avoid 3-component vectors because there is no 3-component 16-bit input element format, but that is the least of my worries. The next question would be: what happens with my normals if I try to do lighting calculations with them in such a normalized-fixed-point format? Is there no issue as long as I take care not to mix floating- and fixed-point data? Or would that work as well? In general this gives rise to the question: how does the GPU handle fixed-point arithmetic? Is it the same as integer-arithmetic, and/or is it faster/slower than floating-point arithmetic?
Assuming that we still have a valid and useful VertexData format, how far could I take this while remaining on the sensible side of what could be called optimization? Theoretically I could use the an input element format such as DXGI_FORMAT_R10G10B10A2_UNORM to pack my normal coordinates into a 10-bit fixed-point format, and my verticies (in object space) might even be representable in a 16-bit unsigned normalized fixed-point format. That way I could end up with something like the following struct:
struct VertexData { uint16_t[3] pos; //3x16bits uint16_t[2] texCoord; //2x16bits uint32_t packedNormals; //10+10+10+2bits } //Total of 14 bytes Could I use a vertex structure like this without too much performance-loss on the GPU-side? If the GPU has to execute some sort of unpacking algorithm in the background I might as well let it be. In the end I have a functioning deferred renderer, but I would like to reduce the memory footprint of the huge amount of vertecies involved in rendering my landscape.
TLDR: I have a lot of vertices that I need to render and I want to reduce the RAM-usage without introducing crazy compression/decompression algorithms to the CPU or GPU. I am hoping to find a solution by involving fixed-point data-types, but I am not exactly sure how how that would work.

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Scaling Matrix:
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#shader vertex #version 330 core layout(location = 0) in vec4 aPos; layout(location = 1) in vec2 aTexCoord; out vec2 texCoord; uniform mat4 u_MVP; void main() { gl_Position = u_MVP*aPos; texCoord = aTexCoord; } #shader fragment #version 330 core out vec4 colors; in vec2 texCoord; uniform sampler2D u_Texture; void main() { colors = texture(u_Texture, texCoord); }
Before Scaling (It's down there on the bottom left corner as a dot).

After Scaling

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