Wunk
Wunk
Trying to get it to run on my 11900k right now but it seems that I can't get an installation of the intel-compiler going on archlinux. To make it easier...
Was able to get a make-shift build going. Here's some outputs as of https://github.com/jeffhammond/vpu-count/commit/9926be92547979ae897d373367153e4689d5a6e0 I had to do a fix here to get it to compile: https://github.com/jeffhammond/vpu-count/blob/9926be92547979ae897d373367153e4689d5a6e0/vpu-count.c#L332-L336 ```diff - return...
> I think it would be cool and useful (in Mac fullscreen, w/ no menu bar) to show the actual battery level of your laptop in-game? This is genuinely a...
[A PR was made](https://github.com/ShareX/ShareX/pull/7228) that implements this but seems to have been automatically closed by the GitHub actions bot. It's certainly worth revisiting as Windows on Arm has been getting...
Does this happen with the Hardware Shaders feature disabled? Any save file that you can provide?
This currently passes all unit tests on my M2 Mac Mini but I wanted to do some more testing before I un-draft it. 👍
Did some testing and this is ready to go! In the shader unit tests alone. This saved over 122MiB of memory: ``` Code block size: 01048576(1024 KiB) -> 00066084(64 KiB)...
The unit test seems to have identified a bug in the x64 jit too. The x64 jit was doing 32-bit comparisons despite the condition flags being 8-bit values and is...
GPUs have recently started exposing the barycentric coordinates of the triangles right in the fragment shader with `GL_EXT_fragment_shader_barycentric`! So you can get [cheap and pretty anti-aliased wireframes](https://wunkolo.github.io/post/2022/07/gl_ext_fragment_shader_barycentric-wireframe/) using SDF tricks...
Currently seems to perform about the same as `UDOT`: 