Aras Pranckevičius
Aras Pranckevičius
Not sure where to add (or post a new issue?), but Meow seems to be slower than many other hashes at small (
> Just a quick note: while the small size performance may increase, it may not end up being competitive below 256 bytes in general. This is because Meow is now...
> I took a quick look at the small-hash performance today and I'm having trouble reproducing your results Mine is at https://github.com/aras-p/HashFunctionsTest -- but yeah it's not a rigorous test...
I'm building with `-maes`, but not `-mavx2`, since my particular use case I had in mind was that "I'm fine with requiring AES, but not fine with requiring AVX2 just...
Just ran Meow v0.2 on parts of our Mercurial repository store. The "regular versioned source files" part: ``` meow_search 0.2/Ragdoll results: Root: /Users/aras/unity/graphics/.hg/store Completed on: Sat Oct 27 08:41:34 2018...
Just ran Meow v0.3 on parts of our Mercurial repository store, similar to previous test on v0.2. TLDR: 32 bit hash has fewer collisions, yay! The "regular versioned source files"...
Ran 0.4 on the same dataset as before. 128 & 64 bit hashes still zero collisions, 32 bit now has 9 collisions where 0.3 had 7. Not sure if that's...
> the v0.5 branch is now available here as a pull request for early access testing A bunch of test executables (test, bench, search) do not compile with the provided...
As part of trying out ZFP compression for OpenEXR images ([blog post](https://aras-p.info/blog/2021/08/27/EXR-Filtering-and-ZFP/)), I did a quick hack of trying to add half-precision FP16 data support to ZFP. Here's the commit:...
Since you're talking about surface shaders, that sounds like it's something Unity specific. You're sure the error is caused by hlsl2glsl, and not by any of the other ten-or-so shader...