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def create_matrix(len_a, len_b): | |
matrix = [0] * (len_a+1) | |
for i in range(len_a+1): | |
matrix[i] = [0] * (len_b+1) | |
return matrix | |
def get_sequence_indices(matrix): | |
len_row = len(matrix) | |
len_col = len(matrix[0]) |
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// ##### ComputeShader.hlsl ##### | |
Texture2D TextureInput : register(t0); // Input texture to read from | |
RWTexture2D<float4> TextureOutput : register(u0); // Temp output | |
void main( uint3 DTid : SV_DispatchThreadID, uint3 groupID: SV_GroupID, uint3 groupThreadID: SV_GroupThreadID ) | |
{ | |
float4 vColor = TextureInput[int2(groupThreadID.x, groupID.y)]; | |
// do stuff to vColor | |
// Store result | |
TextureOutput[int2(groupThreadID.x,groupID.y)]=vColor; |
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//PostBuild Event | |
// Copies .dll, .pdb, and .exe files from a directory named "dll" to output folder. | |
// Often, "dll" will be "lib", depending on where you put your .dll files. | |
// /F Display full source and destination file names while copying. | |
// /Y Suppress prompt to confirm overwriting a file. | |
// /D Copy only files whosesource date/time is newer than the destination time. | |
// $(SolutionDir) - Visual Studio Macro; the directory the project .sln file is located | |
// $(TargetDir) - Visual Studio Macro; the directory that the built executable is written to | |
xcopy "$(SolutionDir)dll\*.dll" "$(TargetDir)" /F /Y /D |
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#pragma once | |
// If necessary, use this to free raw pointers. | |
// Preferably, use Microsoft::WRL::ComPtr from client.h (http://msdn.microsoft.com/en-us/library/br244983.aspx) | |
#ifndef SAFE_RELEASE | |
#define SAFE_RELEASE(x) \ | |
if(x != NULL) \ | |
{ \ | |
x->Release(); \ | |
x = NULL; \ |
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//Function Creates an input layout from the vertex shader, after compilation. | |
//Input layout can be reused with any vertex shaders that use the same input layout. | |
HRESULT CreateInputLayoutDescFromVertexShaderSignature( ID3DBlob* pShaderBlob, ID3D11Device* pD3DDevice, ID3D11InputLayout** pInputLayout, int* inputLayoutByteLength ) | |
{ | |
// Reflect shader info | |
ID3D11ShaderReflection* pVertexShaderReflection = nullptr; | |
HRESULT hr = S_OK; | |
if ( FAILED( D3DReflect( pShaderBlob->GetBufferPointer(), pShaderBlob->GetBufferSize(), IID_ID3D11ShaderReflection, (void**) &pVertexShaderReflection ) ) ) | |
{ |