So here's a pretty neat thing, I use VHD's to organize the space on my computer. You can too!
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Click Start
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Type in the search bar "Disk par" =>
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Click first result =>
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In the program, click "Action" =>
// Multisampled SDF for text rendering (4x AA with single texture lookup, 16x with four lookups) | |
// It is for SDF text rendering with 16x antialiasing with only four texture lookups, where an | |
// SDF texture texel in turn also has four individual SDF values in the RGBA color channels in | |
// a 4-Rook/RGSS sampling pattern. | |
// Copyright (C) 2022, Benjamin 'BeRo' Rosseaux - License: Unlicense ( http://unlicense.org/ ) | |
const float SQRT_0_DOT_5 = sqrt(0.5); | |
#if FILLTYPE == FILLTYPE_ATLAS_TEXTURE |
So here's a pretty neat thing, I use VHD's to organize the space on my computer. You can too!
Click Start
Type in the search bar "Disk par" =>
Click first result =>
In the program, click "Action" =>
procedure TEngineMIDIEventList.FindInterval(const aResultList:TEngineMIDIEventDynamicArrayList;const aFromTime,aToTime:TEngineTime); | |
var Lower,Upper,Mid,Index,StartIndex,MinIndex,MaxIndex, | |
EventFromIndex,EventToIndex,NextStartIndex,TryIndex:SizeInt; | |
Event,TemporaryEvent:TEngineMIDIEvent; | |
FromTime,NextFromTime,EventFromTime,EventToTime, | |
MinEventTime,MaxEventTime:TEngineTime; | |
DoAdd:boolean; | |
begin | |
if fCount>0 then begin |
https://github.com/baldurk/visor Vulkan Software Renderer
https://github.com/Chabloom/VulkanOnD3D12 Vulkan to Direct3D 12
https://github.com/msiglreith/rostkatze Vulkan to Direct3D 12
https://github.com/gfx-rs/portability Vulkan to Direct3D 12 and Metal and also to Vulkan itself again
https://github.com/KhronosGroup/MoltenVK Vulkan to Metal
With version 347.09 WHQL tooks my SDSM tighting compute shader whole 70 ms per frame instead with the old verson 344.75 under 1ms (circa 0.7ms) on my GTX970. | |
See sdsm_reduce_tighting.glsl here, the $-stuff is my own preprocessor. | |
I'ver tracked to the "((lLinearZ >= reduceDataPartitions[lPartitionIndex].x) && (lLinearZ <= reduceDataPartitions[lPartitionIndex].w))" (in sdsm_reduce_tighting.glsl) comparsion down, but really just the comparsion itself, because: | |
70ms per frame: | |
if((lLinearZ >= reduceDataPartitions[lPartitionIndex].x) && (lLinearZ <= reduceDataPartitions[lPartitionIndex].w)){ | |
minBoundsSun[lPartitionIndex] = min(minBoundsSun[lPartitionIndex], lSunLightSpaceCoord.xyz); |
////////////////////////////////////////////////////////////////////////////////////// | |
// | |
// BeRo Garbage Collector Memory Manager - Copyright (C) 2011, Benjamin 'BeRo' Rosseaux | |
// Warning: CODED IN FEW HOURS ON A SINGLE DAY, SO USE IT ON YOUR OWN RISK! | |
// | |
////////////////////////////////////////////////////////////////////////////////////// | |
// Version: 2011.03.14.0013 | |
////////////////////////////////////////////////////////////////////////////////////// | |
// | |
// Description: |
comment_char % | |
escape_char / | |
% Locale for English locale in Germany | |
LC_IDENTIFICATION | |
title "English locale for Germany" | |
source "" | |
address "" | |
contact "Benjamin Rosseaux" | |
email "benjamin@rosseaux.de" |
<!DOCTYPE html> | |
<html> | |
<head> | |
<meta name="description" content="ecmascript string type wierdness fun"> | |
<meta charset="utf-8"> | |
<meta name="viewport" content="width=device-width"> | |
<title>JS Bin</title> | |
</head> | |
<body> |
// Hybrid atomic loop weighted blended order independent transparency implementation (work in progress) | |
// Copyright (C) 2014 by Benjamin 'BeRo' Rosseaux | |
// Licensed under the CC0 license, since in the German legislation exists no public | |
// domain. | |
// This implementation needs at least OpenGL 4.3 as minimum OpenGL version, due to my usage of shader storage buffer objects here | |
// Supports also additive blending for emission color portions | |
uniform sampler2D uTexTailWeightedBlendedOrderIndependentTransparencyColor; |
// Force usage of dedicated GPU for OpenGL with Delphi and FreePascal/Lazarus on Multi-GPU systems such as Notebooks on Windows | |
// Insert that into your main source file, which is for example the .dpr (Delphi) or .lpr (Lazarus) file | |
{$define ForceDedicatedGPUUsage} // then you can uncomment and recomment this line, for compile-time-switching between | |
// integrated GPU and dedicated GPU | |
{$if defined(Windows) and defined(ForceDedicatedGPUUsage) and (defined(cpu386) or defined(cpux64) or defined(cpuamd64))} | |
{$ifdef fpc} | |
{$asmmode intel} | |
{$endif} |