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{ | |
"$schema": "http://json-schema.org/draft-04/schema#", | |
"type": "object", | |
"properties": { | |
"id": { | |
"type": "string" | |
}, | |
"name": { | |
"type": "string" | |
}, |
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#include <stdint.h> | |
struct b2m_table { | |
uint32_t byteToMorton[256]; | |
uint8_t mortonToByte[1 << (3 * 4)]; | |
constexpr b2m_table() : byteToMorton(), mortonToByte() { | |
for (uint32_t i = 0; i < 256; i++) { | |
uint32_t cur_val = 0; | |
for (int j = 0; j < 8; j++) |
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/** | |
* Demonstrates how can map a 32-bit integer to a range faster than | |
* a modulo reduction. | |
* Assumes x64 processor. | |
* gcc -O3 -o fastrange fastrange.c | |
*/ | |
#include <stdint.h> | |
#include <stdlib.h> | |
#include <stdio.h> |
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using Kokoro.Math; | |
using System; | |
using System.Collections.Concurrent; | |
using System.Collections.Generic; | |
using System.Runtime.CompilerServices; | |
using System.Text; | |
using System.Threading; | |
using System.Threading.Tasks; | |
namespace Kokoro.Graphics.Voxel |
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SAMPLE_COUNT_8_BIT | |
framebufferNoAttachmentsSampleCounts: | |
SAMPLE_COUNT_1_BIT | |
SAMPLE_COUNT_2_BIT | |
SAMPLE_COUNT_4_BIT | |
SAMPLE_COUNT_8_BIT | |
maxColorAttachments = 8 | |
sampledImageColorSampleCounts: | |
SAMPLE_COUNT_1_BIT | |
SAMPLE_COUNT_2_BIT |
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#%% | |
import keras.backend as K | |
dtype='float32' | |
K.set_floatx(dtype) | |
# default is 1e-7 which is too small for float16. Without adjusting the epsilon, we will get NaN predictions because of divide by zero problems | |
#K.set_epsilon(1e-4) | |
import keras |
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#include "stdafx.h" | |
#include <stdio.h> | |
#include <stdlib.h> | |
#include <string.h> | |
#include <time.h> | |
#define SIDE 128 | |
#define PATH_LEN 10 | |
#define MIN_PATH_LEN 8 |
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#include <stdio.h> | |
#include <stdlib.h> | |
#include <string.h> | |
#include <stdint.h> | |
#include <stddef.h> | |
typedef struct { | |
uint32_t magic; | |
uint32_t count; | |
uint8_t stuff[12]; |
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#!/usr/bin/env python3 | |
import os.path | |
import struct | |
from idautils import * | |
from idc import * | |
INFO_SIZE = 0x5c | |
NAME_OFF = 4 |
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hgoel> to continue, my previous thought: still pretty doubtful, there isn't really any incentive to merge the two | |
4:40 PM design wise, it's IMO far more convenient to keep them separate | |
4:40 PM B<bcos_> Based on recent experiments; I'm "relatively convinced" I can do extremely high quality software rendering on modern 8-core CPUs | |
4:41 PM ..which means, if CPU performance doubled we'd have enough CPU to not bother with GPU at all | |
4:42 PM H<hgoel> would that include stuff like in modern games? | |
4:42 PM B<bcos_> Depends what stuff | |
4:42 PM H<hgoel> mostly lighting equations | |
4:42 PM plus, if CPU math speeds double, then most likely said doubling can be applied to GPUs and we're back at the same spot | |
4:43 PM B<bcos_> I was doing full lighting/shadow, focal blur and "infinite supersampling" | |
4:43 PM ..but no reflections |
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