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m03 · Burst · checkpoint · 6 min

Checkpoint — math types & verification

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  1. 01why

    Why does `float4 c = a + b;` (Unity.Mathematics) give you SIMD more reliably than writing a scalar loop and hoping it auto-vectorizes?

  2. 02why

    Unity.Mathematics deliberately mirrors HLSL/shader conventions (lower-case float4, math.dot, swizzles). What's the practical payoff?

  3. 03how

    Using v.xz (a swizzle) instead of manually reading v.x and v.z into a new float2 is preferred because:

  4. 04how

    Mixing Mathf.Sqrt / System.Math into hot Burst numeric code (instead of math.sqrt) tends to hurt because:

  5. 05how

    In the Burst Inspector, you see `vmulss` and `vaddss` in a loop you expected to be vectorized. What does the `ss` suffix tell you?

  6. 06why

    Your Burst micro-benchmark of a million multiplies reports a speed implying billions of ops in nanoseconds. Most likely explanation?

  7. 07how

    The correct defense against DCE deleting your benchmark loop is to:

  8. 08why

    Why should a benchmark that decides an architecture choice run several untimed iterations first, then report a median from a release build rather than a single Editor sample?

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