HVM
Sharp-Bilinear-Shaders
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HVM | Sharp-Bilinear-Shaders | |
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107 | 9 | |
7,052 | 101 | |
1.8% | - | |
6.7 | 0.0 | |
about 2 months ago | over 6 years ago | |
Rust | GLSL | |
MIT License | - |
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HVM
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SaberVM
Reminds me of HVM[0]
[0]https://github.com/HigherOrderCO/HVM
Really interesting to see how new lang concepts and refinements keep popping up this last decade, between Vale, Gleam, Hylo, Austral...
Linear types really opened up lots of ways to improve memory management and compilation improvements.
- GPU Survival Toolkit for the AI age: The bare minimum every developer must know
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A new F# compiler feature: graph-based type-checking
I have a tangential question that is related to this cool new feature.
Warning: the question I ask comes from a part of my brain that is currently melted due to heavy thinking.
Context: I write a fair amount of Clojure, and in Lisps the code itself is a tree. Just like this F# parallel graph type-checker. In Lisps, one would use Macros to perform compile-time computation to accomplish something like this, I think.
More context: Idris2 allows for first class type-driven development, where the types are passed around and used to formally specify program behavior, even down to the value of a particular definition.
Given that this F# feature enables parallel analysis, wouldn't it make sense to do all of our development in a Lisp-like Trie structure where the types are simply part of the program itself, like in Idris2?
Also related, is this similar to how HVM works with their "Interaction nets"?
https://github.com/HigherOrderCO/HVM
I'm afraid I don't even understand what the difference between code, data, and types are anymore... it used to make sense, but these new languages have dissolved those boundaries in my mind, and I am not sure how to build it back up again.
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A History of Functional Hardware
Impressive presentation but I find two things missing in particular:
* GRIN [1] - arguably a breakthrough in FP compilation; there are several implementation based on this
* HVM [2] - parallel optimal reduction. The results are very impressive.
[1] https://link.springer.com/chapter/10.1007/3-540-63237-9_19
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Is the abstraction of lazy-functional-purity doomed to leak?
Purity has nothing to do with memoization. Haskell's semantics never "rewrite under a lambda" (unlike, e.g. HVM). Calling (\_ -> e) () twice will (modulo optimizations) always perform the computation in e twice.
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Can one use lambda calculus as an IR?
The most recent exploration of this, that I'm aware of is HVM (another intermediate language / runtime), although this one is not actually based on the lambda calculus, but on the interaction calculus.
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The Rust I Wanted Had No Future
Then, actually unrelated but worth mentioning: HVM. Finally, something new on the functional front that isn't dependent types!
- The Halting Problem Is Decidable on a Set of Asymptotic Probability One (2006)
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Bachelor Thesis Topic
If you are into functional PL, how about https://github.com/HigherOrderCO/HVM? You could experiment if you could schedule that on a GPU?
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For those of you self taught,how did you cope with distractions while using a computer ?
In the interest of seeking ways of optimizing my code, I stumbled upon http://www.rntz.net/datafun/ as a means to do incremental computations of fixpoints while avoiding redundant work. And also the idea of automatic parallelism achieved by using Interaction Nets as a model of computation https://github.com/HigherOrderCO/HVM.
Sharp-Bilinear-Shaders
- Full screen without pixel misalignment
- Can't find RGA scaling on Android in RetroArch
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Hacker News top posts: Feb 5, 2022
Sharp-Bilinear Shaders for Retroarch\ (0 comments)
- Sharp-Bilinear Shaders for Retroarch
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Custom made CRT Shader running on retroarch, playing outside with GF 😍
Here's hoping you'll consider porting scale2x or rsn8887's sharp-billinear-simple (cg vertex and fragment / glsl). 🙏
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I can't hit 60fps in Final Fantasy VI for GBA in any core using 351Elec and "sharp-bilinear-2x-prescale" shader.
Tested it with "sharp-bilinear-2x-prescale" shader shader (you have to download it from github on ArkOS ( https://github.com/rsn8887/Sharp-Bilinear-Shaders/releases )), same performance as described above (with shaders untested (as in deactivated.. ;) )).
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g a m e b o y.
Sharp bilinear simple you’ll find it in the sharp folder when loading a shader preset, I usually go with the 2x prescale version. This post by the developer explains what it is and why you’d wanna use it.
- Could someone please test something for me on their unit?
What are some alternatives?
Kind - A next-gen functional language [Moved to: https://github.com/Kindelia/Kind2]
vita-shader-collection - Collection of vita-shaders
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
crt-240p-scale-shader - RetroArch GLSL shader for 240p CRT output
SICL - A fresh implementation of Common Lisp
vita-cg-glsl-shaders - A collection of shaders that were ported from CG / GLSL to be compliant with the ShaccCg shader compiler.
fslang-suggestions - The place to make suggestions, discuss and vote on F# language and core library features
jre-missing - Automatically detects and lists episodes of The Joe Rogan Experience podcast that are currently not available on the Spotify platform. Also detects if episodes have been shortened in duration.
atom - A DSL for embedded hard realtime applications.
mpv - 🎥 Command line video player
Vale - Compiler for the Vale programming language - http://vale.dev/
retropie-setup-notes - Notes for setting up a RPi 3B with RetroPie 4.7.1 & a PI2SCART hat