⚠️ Note 2023-01-21
Some things have changed since I originally wrote this in 2016. I have updated a few minor details, and the advice is still broadly the same, but there are some new Cloudflare features you can (and should) take advantage of. In particular, pay attention to Trevor Stevens' comment here from 22 January 2022, and Matt Stenson's useful caching advice. In addition, Backblaze, with whom Cloudflare are a Bandwidth Alliance partner, have published their own guide detailing how to use Cloudflare's Web Workers to cache content from B2 private buckets. That is worth reading,
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#ifndef __FINK_ENDIANDEV_PKG_ENDIAN_H__ | |
#define __FINK_ENDIANDEV_PKG_ENDIAN_H__ 1 | |
/** compatibility header for endian.h | |
* This is a simple compatibility shim to convert | |
* BSD/Linux endian macros to the Mac OS X equivalents. | |
* It is public domain. | |
* */ | |
#ifndef __APPLE__ |
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package main | |
import ( | |
"flag" | |
"log" | |
"net/http" | |
"os" | |
) |
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#!/bin/sh | |
# Download Neko | |
curl -L http://nekovm.org/_media/neko-2.0.0-osx.tar.gz > neko-2.0.0-osx.tar.gz | |
# Extract and copy files to /usr/lib/neko |
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# create gh-pages branch | |
git checkout --orphan gh-pages | |
git rm -rf . | |
touch README.md | |
git add README.md | |
git commit -m 'initial gh-pages commit' | |
git push origin gh-pages | |
# add gh-pages as submodule | |
git checkout master |
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#include <glm/matrix.hpp> | |
class Frustum | |
{ | |
public: | |
Frustum() {} | |
// m = ProjectionMatrix * ViewMatrix | |
Frustum(glm::mat4 m); |
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''' | |
Crude script to analyze which CPU features are used by a given executable/library. | |
Created on Jun 2, 2019 | |
@author: SleepProgger | |
''' | |
import json | |
import argparse | |
import sys |
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//============================================================================================================================== | |
// An optimized AMD FSR's EASU implementation for Mobiles | |
// Based on https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/ffx-fsr/ffx_fsr1.h | |
// Details can be found: https://atyuwen.github.io/posts/optimizing-fsr/ | |
// Distributed under the MIT License. Copyright (c) 2021 atyuwen. | |
// -- FsrEasuSampleH should be implemented by calling shader, like following: | |
// AH3 FsrEasuSampleH(AF2 p) { return MyTex.SampleLevel(LinearSampler, p, 0).xyz; } | |
//============================================================================================================================== | |
void FsrEasuL( | |
out AH3 pix, |