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RE: optimised WASAPI exclusive event c++ code

Where did this render loop code come from (JPLAY, Micro$oft or some other vendor)?

For critical calculations, we used to dump the resulting assembly code so we could calculate the exact time it would take on each platform.

We would then make an optimized variant of the code for each platform (or group of platforms) and then pull the fastest platform specific variant in at build time (e.g. pointer arithmetic versus array indexes, etc.).

I am surprised they had print statements in the loop without #ifdefs or equivalents to completely remove it at optimized build times.

They also did a lot of needless redundant cut-and-pastes which bloats the code size.

They must not be used to writing for restricted space and low end processors.


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