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hrydgard
searching Neon…
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8 ms
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1.
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by
hrydgard
1mo ago
More than half the article is AI slop. Sad.
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hrydgard
2mo ago
This is just AI slop explaining the very basics of what a pixel/fragment shader is. The usecase is not particularly useful. Doesn't belong on HN.
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hrydgard
2mo ago
Got taught this one in Sweden in the early 90s. Not too surprising though, as much of the Swedish school system used to be modeled on DDR...
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hrydgard
2mo ago
Maybe a cache coherency issue, where data written by the CPU is not visible to the GPU, without some kind of explicit cache line invalidation, maybe on both sides? Caveat, I don't know much about the memory system on the XBox but this
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hrydgard
3mo ago
Or you just go ahead and forget that big endian ever existed. It's not coming back.
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hrydgard
9mo ago
Well, it is what is done on several tiler architectures, and it generally works just fine. Normally your computations of the position aren't really intertwined with the computation of the other outputs, so dead code elimination does a
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hrydgard
1y ago
BC1-3 are like that, but BC7 is far, far more complex. The search space is huge.
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hrydgard
1y ago
It works just fine and is natively ARM, since a year or so.
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hrydgard
1y ago
What about implementations? libpng seems pretty dead, 1.7 has been in development forever but 1.6 is still considered the stable version. Is there a current "canonical" png C/C++ library?
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hrydgard
1y ago
Parody account
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hrydgard
1y ago
Great stuff! Small UX thing: Make it so you can just click a word to fill in the next empty spot, instead of having to drag, similar to when building sentences in Duolingo. Especially when not on a touchscreen, having to drag is pretty pain
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hrydgard
2y ago
Function calls are very fast (unless there's really a lot of parameter copying/saving-to-stack) and if you can re-use a chunk of code from multiple places, you'll reduce pressure on the instruction cache. Inlining is not alwa
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Talking to an App Store Review brick wall
(ppsspp.org)
3 points
by
hrydgard
2y ago
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0 comments
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by
hrydgard
2y ago
Not sure if you care at this point, given that you stopped working on project, but there's a better way to find the ray direction for each column than using sin/cos for every one, which will also get rid of the slightly warped loo
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hrydgard
2y ago
Pack Z and 32-bit color together into a 64-bit integer, then do an atomic min (or max with reversed Z) to effectively do a Z-query and a write really, really fast.
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hrydgard
2y ago
What else would it possibly mean? k is very common shorthand for kB, at least historically.
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hrydgard
2y ago
Nice! Could save a couple of cycles per iteration by preloading the shift amounts into several GPRs before entering the loop, instead of initializing them just before use.
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hrydgard
3y ago
I think "cover shooter mechanic" refers to ducking behind cover and a system for smoothly shooting from behind it like in Gears of War - or in Winback. This mechanic was not there in Wolfenstein 3D.
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hrydgard
3y ago
It's probably just a very good guess, since that's how it always goes.
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hrydgard
3y ago
oklab might be an even better alternative to LCh: https://bottosson.github.io/posts/oklab/
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hrydgard
3y ago
Only the user mode part of the driver is replaced, the kernel interface is actually shared between the closed source and the open source driver. So it's just loaded like a DLL/.so and hooked up to the API.
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hrydgard
3y ago
You can have a Vulkan driver that only exposes a video decoder queue and no raster/compute/copy queues, not a problem.
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hrydgard
3y ago
valgrind runs on your unmodified binary, it's asan that needs a separate build.
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hrydgard
4y ago
What dropoff? The newest number is on top. (Though yeah, there will be a dropoff for sure, it's just not visible here).
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hrydgard
4y ago
There is no good reason to flip the flag dynamically at runtime and apps just don't do that, so flushing the pipeline should be perfectly fine, even in an implementation of the clip control extension.
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hrydgard
4y ago
The Witcher 3 scratches that itch fairly well to tide you over, if you haven't played it, although it is a bit different.
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hrydgard
4y ago
This is old, cute, but simply slow and a really bad idea on modern hardware.
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hrydgard
5y ago
If you generate the rays the linear way instead, you don't even need any correction. Generate two points which represent the left and right edges of the screen - you'd put them in at say 45 degrees left and right of the forward ve
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hrydgard
5y ago
The animation speed isn't the same for some reason but otherwise it's exactly like back in the day.
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hrydgard
5y ago
The PSX CPU did not even have floating point support. It's nowhere close to a Pentium 90.
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