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============================================================================== | |
FLRE: | |
/Twain/ : 8.24 ms | 2388 | |
/(?i)Twain/ : 8.48 ms | 2657 | |
/[a-z]shing/ : 8.67 ms | 1877 | |
/Huck[a-zA-Z]+|Saw[a-zA-Z]+/ : 12.02 ms | 396 | |
/\b\w+nn\b/ : 35.54 ms | 359 | |
/[a-q][^u-z]{13}x/ : 110.64 ms | 4929 | |
/Tom|Sawyer|Huckleberry|Finn/ : 20.05 ms | 3015 | |
/(?i)Tom|Sawyer|Huckleberry|Finn/ : 29.85 ms | 4820 |
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Applied on http://www.gutenberg.org/files/3200/old/mtent12.txt at a whole- | |
file-loaded-into-the-RAM-base on a desktop computer with a Intel Xeon | |
E3-1245v2 CPU and 16GB (2x8GB) DDR3-1600 unbuffered ECC RAM under Windows | |
8.1 | |
Time | Match count | |
============================================================================== | |
FLRE: |
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/* | |
** Multi line comment | |
*/ | |
// Single line commit | |
PE_SCN_CNT_CODE = 0x00000020 | |
PE_SCN_CNT_INITIALIZED_DATA = 0x00000040 | |
PE_SCN_CNT_UNINITIALIZED_DATA = 0x00000080 | |
PE_SCN_MEM_EXECUTE = 0x20000000 |
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;====================================================================== | |
; With dot per directive | |
;====================================================================== | |
.macro CopyData(Src, Dest, Count, UseRep){ | |
.local Temp | |
cld | |
mov esi, Src | |
mov edi, Dest |
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program biginttest; | |
{$ifdef fpc} | |
{$mode delphi} | |
{$endif} | |
{$APPTYPE CONSOLE} | |
(****************************************************************************** | |
* zlib license * | |
*============================================================================* | |
* * |
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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); |
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// 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; |
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// by Benjamin 'BeRo' Rosseaux | |
// licensed under CC0 1.0 Universal (CC0 1.0) Public Domain Dedication ( http://creativecommons.org/publicdomain/zero/1.0/ ) | |
void clipLineInHomogeneousCoordinates(inout vec4 pP0, inout vec4 pP1){ | |
vec3 lWC0P = pP0.www + pP0.xyz; | |
vec3 lWC0S = pP0.www - pP0.xyz; | |
vec3 lWC1P = pP1.www + pP1.xyz; | |
vec3 lWC1S = pP1.www - pP1.xyz; | |
vec3 lTTP = lWC0P / (lWC0P - lWC1P); | |
vec3 lTTS = lWC0S / (lWC0S - lWC1S); | |
#ifdef NO_BOOLEAN_OPERATIONS |
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