1: https://github.com/hexops/DirectXShaderCompiler/blob/4190bb0...
1,502 karma · joined October 13, 2020
1: https://github.com/hexops/DirectXShaderCompiler/blob/4190bb0...
It's also often forbidden to use the filename to store data. There was that case of the 256B demo that relied on a deep hierarchy of directories to work :)
The only other language like that I can think of is smalltalk.
Have you tried affine? If you did, how is the performance? Something I like a lot with outline is that it's super reactive and fast, even on low end servers or clients. Only the startup time is bad.
What do they mean by "neglected self host"? Is it just because the docker packages are not up to date? Can't we just build and run what's on github?
However, lack of perspective correct texture filtering on PS1 was already ugly at the time.
https://web.archive.org/web/20190406032415/http://pakupakust...
Vulkan was modeled after Mantle, AMD's own API that was basically what was available on consoles but less specific (ie. supporting more than a few custom GPUs). Direct3D 12 was modeled after consoles and Mantle, just like Vulkan. Same for Metal, that was made available in 2014, same year D3D12 was publicly announced.
https://en.wikipedia.org/wiki/Mantle_(API) https://twitter.com/repi/status/446718535616585730