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iPhone 16
diaryofagraphicsprogrammer.blogspot.com
Following up on my last blog post, where I stated that a Ray Tracing API is bad for game developers and publishers because of the increase in QA effort that it will bring: based on the last 20+ years of graphics development, it is easy to project that when a large part of the ray tracing codebase is owned by a hardware vendor, there will be various bugs introduced with each driver release. For gam
The iPhone has a kind of SIMD unit. It is called VFP unit and it is pretty hard to figure out how to program it. Here is a place where you can find soon lots of VFP asm code. With help from Matthias Grundmann I wrote my first piece of VFP code. Here it is: void MatrixMultiplyF( MATRIXf &mOut, const MATRIXf &mA, const MATRIXf &mB) { #if 0 MATRIXf mRet; /* Perform calculation on a dummy matrix (mRet
I just realized I haven't posted here since 2018. There is generally less sharing of information happening now compared to let's say 10 years ago and I seem to have become one of the people who shares less. In my defense, I can bring up good reasons :-) : Being part of an ever-growing company with increasing business and HR needs makes it harder for me to focus on the technical aspects of our work
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