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THEMAISTER'S DEN
2012-04-29. SSNES has renamed itself to RetroArch, to better communicate the fact that the project is highly emulator core agnostic. Beta builds for RetroArch 0.9.6 can be found in theRetroArch section.
YUV SAMPLING IN VULKAN Sometimes I like to implement Vulkan extensions in Granite just because. This time around we’re looking at YUV. For anyone who have worked with multimedia before, YUV (or YCbCr as it’s also referredto) is a nightmare.
COMPRESSED GPU TEXTURE FORMATS COMPRESSED GPU TEXTURE FORMATS Compressed texture formats is one of the esoteric aspects of graphics programming almost no one cares all that much about. Neither did I, however, I’ve recently taken an academic interest in the zoo of compressed texture formats. YET ANOTHER BLOG EXPLAINING VULKAN SYNCHRONIZATIONSEE MORE ONTHEMAISTER.NET
A TOUR OF GRANITE’S VULKAN BACKEND A TOUR OF GRANITE’S VULKAN BACKEND RENDER GRAPHS AND VULKAN IMPROVING VK_KHR_DISPLAY IN MESA Just hit fast forward and blast through. Unfortunately, the Mesa implementation of VK_KHR_display does not support the display modes which facilitate this use case. In GL, we trivially support his by hitting glXSwapInterval (0) or 1 and it should “just work”. MAILBOX is preferred because it is tear-free, but IMMEDIATE is a goodfallback too.
IMPLEMENTING OLD-SCHOOL GRAPHICS CHIPS WITH VULKAN COMPUTE Implementing old-school graphics chips with Vulkan compute Hans-Kristian Arntzen Khronos Meetup –Munich 2019-10-11THEMAISTER'S DEN
2012-04-29. SSNES has renamed itself to RetroArch, to better communicate the fact that the project is highly emulator core agnostic. Beta builds for RetroArch 0.9.6 can be found in theRetroArch section.
YUV SAMPLING IN VULKAN Sometimes I like to implement Vulkan extensions in Granite just because. This time around we’re looking at YUV. For anyone who have worked with multimedia before, YUV (or YCbCr as it’s also referredto) is a nightmare.
COMPRESSED GPU TEXTURE FORMATS COMPRESSED GPU TEXTURE FORMATS Compressed texture formats is one of the esoteric aspects of graphics programming almost no one cares all that much about. Neither did I, however, I’ve recently taken an academic interest in the zoo of compressed texture formats. YET ANOTHER BLOG EXPLAINING VULKAN SYNCHRONIZATIONSEE MORE ONTHEMAISTER.NET
A TOUR OF GRANITE’S VULKAN BACKEND A TOUR OF GRANITE’S VULKAN BACKEND RENDER GRAPHS AND VULKAN IMPROVING VK_KHR_DISPLAY IN MESA Just hit fast forward and blast through. Unfortunately, the Mesa implementation of VK_KHR_display does not support the display modes which facilitate this use case. In GL, we trivially support his by hitting glXSwapInterval (0) or 1 and it should “just work”. MAILBOX is preferred because it is tear-free, but IMMEDIATE is a goodfallback too.
IMPLEMENTING OLD-SCHOOL GRAPHICS CHIPS WITH VULKAN COMPUTE Implementing old-school graphics chips with Vulkan compute Hans-Kristian Arntzen Khronos Meetup –Munich 2019-10-11 MAISTER'S GRAPHICS ADVENTURES BC1 – 4×4 – 64 bits. The BC1 format is extremely simple and a good starting point. 32 bits is used to encode two RGB endpoints in RGB565 format. The other 32 bits encode 16 weights, with 2 bits allocated to each texel. This lets us represent interpolation weights of 0, 1/3, 2/3 and 1. CLUSTERED SHADING EVOLUTION IN GRANITE Clustered shading evolution in Granite. Shading many lights in a 3D engine is kinda hard once you step outside the bubble of classic deferred shading. Granite supports a fair amount of different ways to do lighting, mostly because I like to experiment with different rendering structures. I presented some work on this topic at SIGGRAPH2018 in
EMULATING A FAKE RETRO GPU IN VULKAN COMPUTE RetroWarp – a fake retro GPU. Lately, I’ve been fiddling with a side project which ended being quite interesting. The goal of this side project was to prototype out a system which implements software rasterization in compute shaders using modern GPU features like Vulkan 1.1 subgroups and async compute to improve performance. A TOUR OF GRANITE’S VULKAN BACKEND The ideal case. Vulkan is designed to let you forget about filthy, filthy render state management and work exclusively with pristine VkPipeline objects. These objects encode every possible choice you can make when flipping the fixed-function bits and bobs on the GPU. Getting to a point when you only think in terms of VkPipelines, andall
THEMAISTER'S DEN
Description. RSound is a portable networked audio system. It allows you to send audio from an application and transfer it directly to a different computer on your LAN network. A TOUR OF GRANITE’S VULKAN BACKEND Shaders and descriptor sets. This is part 3 of a blog series I’m writing on Granite ‘s Vulkan backend. In this episode we are looking at how we deal with shaders and descriptor sets. At this point in our design process, there are many, many choices to make. Especiallydescriptor sets
A TOUR OF GRANITE’S VULKAN BACKEND Render passes and synchronization. This is part 5 in the tour of Granite‘s Vulkan backend. We’re going to get knee-deep in the aspects of Vulkan which are the most difficult to learn in my opinion, and mastering these topics of Vulkan is the real hurdle towardsmastery.
AN UNUSUAL RECOMPILER EXPERIMENT In part 1 and part 2 we laid the groundwork to start recompiling MIPS code to LLVM IR. Strap your seatbelts, we’re going to MIPS and x86 assembly land. The top-level run loop. The top level code fundamentally needs to be able to translate the program counter (short AN UNUSUAL RECOMPILER EXPERIMENT An unusual recompiler experiment – MIPS to LLVM IR – Part 1. While not graphics per-se, recompilers in emulation is an interesting topic. They are notoriously complex and difficult to implement, but promise incredible performance improvements. While emulating weaker hardware is serviced well with interpreters, more powerful hardware needsTHEMAISTER'S DEN
//RetroArch. News. RetroArchTHEMAISTER'S DEN
2012-04-29. SSNES has renamed itself to RetroArch, to better communicate the fact that the project is highly emulator core agnostic. Beta builds for RetroArch 0.9.6 can be found in theRetroArch section.
MAISTER'S GRAPHICS ADVENTURES BC1 – 4×4 – 64 bits. The BC1 format is extremely simple and a good starting point. 32 bits is used to encode two RGB endpoints in RGB565 format. The other 32 bits encode 16 weights, with 2 bits allocated to each texel. This lets us represent interpolation weights of 0, 1/3, 2/3 and 1. YUV SAMPLING IN VULKAN Sometimes I like to implement Vulkan extensions in Granite just because. This time around we’re looking at YUV. For anyone who have worked with multimedia before, YUV (or YCbCr as it’s also referredto) is a nightmare.
COMPRESSED GPU TEXTURE FORMATS COMPRESSED GPU TEXTURE FORMATS Compressed texture formats is one of the esoteric aspects of graphics programming almost no one cares all that much about. Neither did I, however, I’ve recently taken an academic interest in the zoo of compressed texture formats. YET ANOTHER BLOG EXPLAINING VULKAN SYNCHRONIZATIONSEE MORE ON THEMAISTER.NETVULKAN SYNCHRONIZATIONVULKAN SYNCHRONIZATION SAMPLEVULKAN BARRIERVULKAN PIPELINEVULKAN PIPELINE STAGEVULKAN COMPUTEPIPELINE
IMPROVING VK_KHR_DISPLAY IN MESA Just hit fast forward and blast through. Unfortunately, the Mesa implementation of VK_KHR_display does not support the display modes which facilitate this use case. In GL, we trivially support his by hitting glXSwapInterval (0) or 1 and it should “just work”. MAILBOX is preferred because it is tear-free, but IMMEDIATE is a goodfallback too.
RENDER GRAPHS AND VULKAN AN UNUSUAL RECOMPILER EXPERIMENTTHEMAISTER'S DEN
//RetroArch. News. RetroArchTHEMAISTER'S DEN
2012-04-29. SSNES has renamed itself to RetroArch, to better communicate the fact that the project is highly emulator core agnostic. Beta builds for RetroArch 0.9.6 can be found in theRetroArch section.
MAISTER'S GRAPHICS ADVENTURES BC1 – 4×4 – 64 bits. The BC1 format is extremely simple and a good starting point. 32 bits is used to encode two RGB endpoints in RGB565 format. The other 32 bits encode 16 weights, with 2 bits allocated to each texel. This lets us represent interpolation weights of 0, 1/3, 2/3 and 1. YUV SAMPLING IN VULKAN Sometimes I like to implement Vulkan extensions in Granite just because. This time around we’re looking at YUV. For anyone who have worked with multimedia before, YUV (or YCbCr as it’s also referredto) is a nightmare.
COMPRESSED GPU TEXTURE FORMATS COMPRESSED GPU TEXTURE FORMATS Compressed texture formats is one of the esoteric aspects of graphics programming almost no one cares all that much about. Neither did I, however, I’ve recently taken an academic interest in the zoo of compressed texture formats. YET ANOTHER BLOG EXPLAINING VULKAN SYNCHRONIZATIONSEE MORE ON THEMAISTER.NETVULKAN SYNCHRONIZATIONVULKAN SYNCHRONIZATION SAMPLEVULKAN BARRIERVULKAN PIPELINEVULKAN PIPELINE STAGEVULKAN COMPUTEPIPELINE
IMPROVING VK_KHR_DISPLAY IN MESA Just hit fast forward and blast through. Unfortunately, the Mesa implementation of VK_KHR_display does not support the display modes which facilitate this use case. In GL, we trivially support his by hitting glXSwapInterval (0) or 1 and it should “just work”. MAILBOX is preferred because it is tear-free, but IMMEDIATE is a goodfallback too.
RENDER GRAPHS AND VULKAN AN UNUSUAL RECOMPILER EXPERIMENTTHEMAISTER'S DEN
//RetroArch. News. RetroArchJANUARY 2020
P can be rotated in 2D by the half-angle in two directions. This way we find tangent points on the circle. sin (theta) is conveniently equal to r / length (L), so building a 2×2 rotation matrix is very easy. After rotating P, we can project P_lo and P_hi, and now we have clip space bounds in one dimension.AUGUST 2020
The BC1 format is extremely simple and a good starting point. 32 bits is used to encode two RGB endpoints in RGB565 format. The other 32 bits encode 16 weights, with 2 bits allocated to each texel. This lets us represent interpolation weights of 0, 1/3,ENGINE PROGRAMMING
EAC is ETC2’s version of RGTC, it is designed as a way to encode 1 and 2 de-correlated channels, basically the exact same approach as RGTC where the alpha block format is reused for the 1/2-channel formats. EAC is a bit different in that the internal precision is 11 bits (for some reason).OCTOBER 2019
Tile-based. Going tile-based is practically necessary for any compute shader implementation. I implemented 8×8 and 16×16 tile modes. Smaller tiles are more suitable for lower resolution like 320×240 and 640×480, but 16×16 was useful for 720p and up. If you are familiar with tile deferred shading and friends, you know where I’m goingwith
COMPRESSED GPU TEXTURE FORMATS Compressed texture formats is one of the esoteric aspects of graphics programming almost no one cares all that much about. Neither did I, however, I’ve recently taken an academic interest in the zoo of compressed texture formats. MAY 2019 – MAISTER'S GRAPHICS ADVENTURES 10 – Fixed-function render state. When rendering triangles in Vulkan, there is still a ton of state to deal with. Vulkan takes all the gunk you’d set in glEnable/glDisable and various other functions and bundles it together into one massive struct. I wrote up a sample which demonstrates how render state is A TOUR OF GRANITE’S VULKAN BACKEND Shaders and descriptor sets. This is part 3 of a blog series I’m writing on Granite ‘s Vulkan backend. In this episode we are looking at how we deal with shaders and descriptor sets. At this point in our design process, there are many, many choices to make. Especiallydescriptor sets
A TOUR OF GRANITE’S VULKAN BACKEND The 3D-accelerated emulation use case. How Granite got started was actually the Vulkan backend in Beetle PSX HW renderer. I wrote up a Vulkan backend, and emulators need very immediate and flexible ways of using graphics APIs. Information is generally known only in the last minute. Being able to implement such projects guided Granite’s A TOUR OF GRANITE’S VULKAN BACKEND Pumping the main loop. Vulkan’s Acquire/Present model maps directly to a “begin” and “end” model in Granite. We call Vulkan::WSI::begin_frame () to acquire a new image index, advance the frame context and deal with any in-between frame work. We might have to deal with out-of-date swapchains here and various janitorial workwhich we
RECREATING THE TONE FILTER FROM NIER:AUTOMATA The goal of the filter is to extract musical notes, and emphasize them. By having a few notes playing with a classic waveform like square or saw waves, we can recreate a retro 8-bit feel. The blog describes 48 filters, spanning 4 octaves. Each octave inTHEMAISTER'S DEN
//NEWS
-------------------------News
RetroArch
RSound
Misc
Music
About
@GitHub
-------------------------2014-01-03
The RetroArch Windows megapack has been updated, and can be found in the RetroArch section. -------------------------2013-10-13
The RetroArch Windows megapack has been updated, and can be found in the RetroArch section. -------------------------2013-09-27
The RetroArch Windows megapack can now be found in the RetroArchsection.
-------------------------2013-05-30
Builds for RetroArch 0.9.9 can now be found in the RetroArchsection.
-------------------------2013-05-28
I've moved the site to a different host. -------------------------2013-05-07
Builds for RetroArch 0.9.9-wip3 can now be found in the RetroArchsection.
-------------------------2013-05-01
Builds for RetroArch 0.9.9-wip2 can now be found in the RetroArchsection.
-------------------------2013-04-21
Builds for RetroArch 0.9.9-wip1 can now be found in the RetroArchsection.
-------------------------2013-01-25
Builds for RetroArch 0.9.8 can now be found in the RetroArchsection.
-------------------------2012-12-07
New piano piece _Spotless Minds_ released. Check it out in the Musicsection.
-------------------------2012-11-17
New piano piece _Haunted_ released. Check it out in the Musicsection.
-------------------------2012-11-13
Builds for RetroArch 0.9.8-beta2 can now be found in the RetroArchsection.
-------------------------2012-11-08
Builds for RetroArch 0.9.8-beta1 can now be found in the RetroArchsection.
-------------------------2012-10-18
New piano piece _State of Bliss_ released. Check it out in the Musicsection.
-------------------------2012-08-23
Builds for RetroArch 0.9.7 can now be found in the RetroArchsection.
-------------------------2012-08-18
Builds for RetroArch 0.9.7-rc2 can now be found in the RetroArchsection.
-------------------------2012-08-11
Builds for RetroArch 0.9.7-rc1 can now be found in the RetroArchsection.
-------------------------2012-05-04
New piano piece _The Tempest: Aftermath_ released. Check it out in theMusic section.
-------------------------2012-04-29
SSNES has renamed itself to RetroArch, to better communicate the fact that the project is highly emulator core agnostic. Beta builds for RetroArch 0.9.6 can be found in the RetroArchsection.
-------------------------2012-04-10
New piano piece _The Tempest_ released. Check it out in the Musicsection.
-------------------------2012-04-02
After a rather long time, SSNES 0.9.5 is out. Check it out in theSSNES section.
Change logs can be found on the forum.
-------------------------2012-03-26
New piano piece _Tenet pt. III_ released. Check it out in the Musicsection.
-------------------------2012-03-11
New piano piece _Tenet pt. II_ released. Check it out in the Musicsection.
-------------------------2012-01-22
SSNES 0.9.4.1 is released. Check it out in the SSNESsection.
This is minor release that fixes a critical regression on Windows, andtwo small features.
* : Fix case where SSNES would not save SRAM properly when the game did not already have existing SRAM data. * Add netplay player flipping. Allows players to flip which player is 1 and 2 on the fly. * Add nicknames to netplay. Only used as cosmetics. * More work on PlayStation 3/XDK 360 ports (Squarepusher). -------------------------2012-01-16
SSNES 0.9.4 is released. Check it out in the SSNESsection.
Change logs can be found on the forum.
-------------------------2012-01-12
New piano piece _Tenet_ released. Check it out in the Musicsection.
-------------------------2011-12-11
SSNES 0.9.3 is released. Check it out in the SSNESsection.
Change logs can be found on the forum.
-------------------------2011-11-24
SSNES 0.9.2 is released. Check it out in the SSNESsection.
Change logs can be found on the forum.
-------------------------2011-10-31
SSNES 0.9.1 is released. Check it out in the SSNESsection.
* Fix build for Clang. * Fix deprecation warnings in FFmpeg. * Use more sane SSE optimizations for sample conversions. * Allow screenshots while paused. * Check more explicitly for XVideo/Xext libraries. * More accurate colors for rewind. * Screenshot directory now defaults to ROM directory. * Allow additional meta-keys to be read within Python scripts. * Use floating point uniforms for state tracker. * Add backwards compatible extension to libsnes allowing much better handling of window geometries. * Change default aspect ratio handling to 1:1 PAR. * Add Select all/Clear all to log window in Phoenix. * Fix strange bug causing random events to fire off in Phoenix(Windows).
* Several bugfixes.
-------------------------2011-10-22
SSNES 0.9 is released. Check it out in the SSNESsection.
* SSNES can record to x264 RGB lossless. * SSNES-Phoenix can check and download latest SSNES versionsdirectly from GUI.
* Resizing windows in SDL 1.2 do not retrigger initialization code. * Better compatibility for older FFmpeg versions. Works with v52 API as well as modern v53. * Only load explicit 2. pass shaders when render-to-texture is set. * Add support for savestate auto indexing. Allows savestates to be continually versioned. * Rework netplay slightly. Slightly better scheduling for delay frames, also uses snes_library_id() rather than snes_serialize_size() for API compatibility. Not perfect, but avoids cases where libsnes implementations are compiled for different architectures. * Partner disconnecting during netplay will now generate anon-screen-message.
* Windows version now has dynamic libsnes loading by default so it's more convenient to use custom libsnes implementations from the GUI. libsnes_path will also default to libsnes.so/snes.dll/libsnes.dylib ifit's not set.
* snes_library_id() is now required. The title bar will now show which implementation is used. * Font rendering now has default fonts. The default color has been changed to yellow to avoid really-hard-to-read messages in many cases. * Avoid using SDL for threading (pthread/winthread). Improves portability and modularity by restricting SDL use to drivers only. * FFmpeg can record to custom sizes using --size WIDTHxHEIGHT. The image will be scaled by point filtering. Useful for games or systems which output unpredictable sizes. * Conserve memory better when recording. * Font rendering in OpenGL has better compatibility and performance. Caches the text rendering, to remove almost all overhead. * Old library package is split into headers and libraries to avoidclutter.
* Fix build when only Cg and not XML is compiled in. * New option --features, which displays the features compiled into SSNES. This was earlier done in --help. * Lift restriction on ROM extension in GUI. Allows working better with loader scripts, other systems, etc. * Add possibility for frame advance and frame rewind. * Add video_base_size option to allow better control of windowedmode sizes.
* ... Several bug fixes. -------------------------2011-09-22
SSNES 0.8.2 is released. Check it out in the SSNESsection.
* Disable windowed resizing on OS X to avoid black screen on resize as proper events to detect resize are not passed to SSNES. * SSNES now builds and runs with SDL 1.3 as well as 1.2. Expect some bugs if you choose to compile with 1.3, but it should mostly work. * Added support for SRAM blocking when save states are loaded. Settings this option will protect SRAM from being overwritten by loading save states. Some games might not like this option if they use SRAM as if it was regular RAM. * Only autosave SRAM when data is actually changed. 1 second autosave intervals are now more feasible ;) * Fix regression in Windows where launching SSNES from GUI and repeatedly swapping between fullscreen and windowed mode would cause ahang.
-------------------------2011-09-20
This site is born, huzzah! ------------------------- Copyright (C) Hans-Kristian Arntzen - 2011Details
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