Sam Hocevar
155ae65a4e
Start working on the header-only part of the framework.
This implies creating a trimmed down branch that contains almost
nothing. It will then be usable by projects that do not need the
complex build system, and by the engine itself as a submodule from
the same repository.
5 年前
Sam Hocevar
3effd3abe5
Fix tutorial build and a few compilation warnings.
6 年前
Sam Hocevar
a07844682e
build: remove dead PS3 code.
10 年前
Sam Hocevar
cd988786b9
build: reorganise includes so that we can use precompiled headers later.
10 年前
Sam Hocevar
ad9a388e80
misc: remove 100% of the "using namespace std;" madness.
10 年前
Sam Hocevar
fe665f85b4
base: strip core.h from its contents and put it in public/private headers.
10 年前
Sam Hocevar
5a19e1539d
misc: fix a few URLs.
12 年前
Sam Hocevar
1fc53d4df9
math: avoid unnecessary conversions in the half class and remove a
static method that we can do without.
12 年前
Benjamin ‘Touky’ Huet
c7219ff1dd
New year copyright update.
12 年前
Sam Hocevar
d6634da83f
build: fix the WTFPL site URL in all code comments.
12 年前
Sam Hocevar
a3cf7086ce
math: fix minor compiler warnings that appeared with g++ 4.7.
12 年前
Sam Hocevar
6868b1eb32
math: remove old non-working vector code for the float to half conversion.
13 年前
Sam Hocevar
4624e6394a
math: fix VS2010 compiler warnings in the float/half conversion tables, and
replace the well known DeBruijn sequence with a custom magic value to spare
one binary operation.
13 年前
Sam Hocevar
130071bd6a
math: add a few comments.
13 年前
Sam Hocevar
56e4332597
build: reorganise math files in a single "math" directory, and get rid of the
"shader" source directory since we have "gpu".
13 年前
Sam Hocevar
5d01ca923a
core: fix compilation warnings in one of the float-to-half LUTs.
13 年前
Sam Hocevar
e34856fb74
core: handle denormal halfs properly on the PS3; it's denormal floats that
we do not care about.
13 年前
Sam Hocevar
d2b523bb01
core: use <altivec.h> with ppu-gcc, <ppu_altivec_internals.h> with SNC.
13 年前
Sam Hocevar
4b9bd58747
core: reactivate half denormals for the PS3.
We know we will not have denormal floats on the PS3, but we should still
create denormal halves in case the other end (maybe the GPU?) knows how
to handle them.
13 年前
Sam Hocevar
cb001ddbcc
core: tune the half precision code so that the best variants are being
used on the PS3 platform.
13 年前
Sam Hocevar
e47928e8d1
test: improve the benchmark code to measure a lot more half precision
number conversions.
13 年前
Sam Hocevar
4fea7a091d
core: implement array versions of the float / half conversion routines.
13 年前
Sam Hocevar
2d85e76ec8
core: minor refactoring in the float / half conversions to accomodate
for future array versions.
13 年前
Sam Hocevar
c3b23d1f4d
core: add a half to float conversion routine and utility floating point
functions such as isnan(), isinf() etc.
13 年前
Sam Hocevar
96007d26c4
core: start working on the "half" type.
13 年前