- http://courses.cms.caltech.edu/cs179/
- http://www.amd.com/Documents/GCN_Architecture_whitepaper.pdf
- https://community.arm.com/graphics/b/blog
- http://cdn.imgtec.com/sdk-documentation/PowerVR+Hardware.Architecture+Overview+for+Developers.pdf
- http://cdn.imgtec.com/sdk-documentation/PowerVR+Series5.Architecture+Guide+for+Developers.pdf
- https://www.imgtec.com/blog/a-look-at-the-powervr-graphics-architecture-tile-based-rendering/
- https://www.imgtec.com/blog/the-dr-in-tbdr-deferred-rendering-in-rogue/
- http://developer.amd.com/tools-and-sdks/opencl-zone/amd-accelerated-parallel-processing-app-sdk/opencl-optimization-guide/#50401334_pgfId-412605
- https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/
- https://community.arm.com/graphics/b/documents/posts/moving-mobile-graphics#siggraph2015
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using UnityEngine.Rendering; | |
// This script is added to cameras automatically at runtime by the ObjectNeedingRefraction scripts. | |
public class CameraTrackingRefraction : MonoBehaviour { | |
[System.NonSerialized] | |
public int lastRenderedFrame = -1; | |
Camera cam; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "UI/Fast-Default" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
} | |
SubShader | |
{ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
;; Elisp session in REPL IELM | |
;; | |
;; | |
;; | |
ELISP> (defmacro inc (var) | |
(list 'setq var (list '1+ var))) | |
inc | |
ELISP> (setq x 0) | |
0 (#o0, #x0, ?\C-@) |
Read this first: http://akrl.sdf.org/gccemacs.html
For that you need to compile gcc (duh). I edited Homebrew's gcc formula:
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
# shows all url+titles of Chrome along with front window+tab url+title | |
set titleString to "" | |
tell application "Google Chrome" | |
set window_list to every window # get the windows | |
repeat with the_window in window_list # for every window | |
set tab_list to every tab in the_window # get the tabs | |
repeat with the_tab in tab_list # for every tab |
-
git status时中文文件名乱码
现象:
\344\275\240\345\245\275
执行以下命令即可:
Use case : Imagine we have just created a project with composer create-project awesone-project
(currently V0.2).
2 weeks later, there is a new release (V0.3). How to update your project ?
Since composer update
only updates the project dependencies, it is not what we are looking for.
Composer doesn't know about awesome-project since it's not in our composer.json.
After trying many git solutions, I've come to this :
git archive --output=changes.zip HEAD $(git diff --name-only SHA1 SHA2 --diff-filter=ACMRTUXB)
This command will check for changes between the two commits and ignore deleted files.
NewerOlder