- Jan 09, 2019
-
-
Humphrey Shotton authored
-
- Dec 30, 2018
-
-
Humphrey Shotton authored
-
- Dec 11, 2018
-
-
Magnus authored
Adding the position out form vertex shader makes us skip computation of position in the fragment shader based on gl_FragCoord.
-
- Oct 07, 2018
- Oct 06, 2018
-
-
- Oct 03, 2018
-
-
-
Brandon authored
-
- Oct 02, 2018
-
-
Brandon authored
-
- May 04, 2018
-
-
David Linus Briemann authored
-
- May 03, 2018
-
-
David Linus Briemann authored
-
- Feb 26, 2018
-
-
faiface authored
-
- Jan 04, 2018
-
-
mewmew authored
-
- Jan 01, 2018
-
-
mewmew authored
-
- Nov 20, 2017
-
-
ALex Ogier authored
-
- Nov 08, 2017
-
-
faiface authored
-
- Oct 27, 2017
-
-
Sander Schobers authored
-
- Jun 10, 2017
- Jun 09, 2017
-
-
faiface authored
-
faiface authored
-
Seebs authored
The computation including a call to Stride() can't be optimized away safely because the compiler can't tell that Stride() is effectively constant, but we know it won't change so we can make a slice pointing at that part of the array. CPU time for updateData goes from 26.35% to 18.65% in my test case.
-
Seebs authored
It turns out that affine matrices are much simpler than the 3x3 matrices they imply, and we can use this to dramatically streamline some code. For a test program, this was about a 50% gain in frame rate just from the cost of the applyMatrixAndMask calls in imdraw, which were calling matrix.Project() many times. Simplifying matrix.Project, alone, got a nearly 50% frame rate boost! Also modify pixelgl's SetMatrix to copy the six values of a 3x2 Affine into the corresponding locations of a 3x3 matrix.
-
- May 28, 2017
- May 27, 2017
-
-
faiface authored
-
- May 21, 2017
-
-
faiface authored
-
- May 17, 2017
-
-
faiface authored
-
- May 10, 2017
- May 01, 2017
-
-
faiface authored
-
- Apr 30, 2017
-
-
faiface authored
-
Ousmane Traore authored
-
Ousmane Traore authored
-
Ousmane Traore authored
-
faiface authored
-
Ousmane Traore authored
-
Ousmane Traore authored
-