Zeitpunkt Nutzer Delta Tröts TNR Titel Version maxTL Di 30.07.2024 00:00:03 191.322 -8 9.327.492 48,8 Mastodon 4.3.0... 500 Mo 29.07.2024 00:00:00 191.330 -1 9.318.622 48,7 Mastodon 4.3.0... 500 So 28.07.2024 00:00:03 191.331 0 9.309.563 48,7 Mastodon 4.3.0... 500 Sa 27.07.2024 00:00:04 191.331 0 9.300.691 48,6 Mastodon 4.3.0... 500 Fr 26.07.2024 00:00:03 191.331 -1 9.290.684 48,6 Mastodon 4.3.0... 500 Do 25.07.2024 00:00:01 191.332 -2 9.280.821 48,5 Mastodon 4.3.0... 500 Mi 24.07.2024 00:00:01 191.334 -76 9.270.150 48,5 Mastodon 4.3.0... 500 Di 23.07.2024 00:00:02 191.410 -56 9.260.118 48,4 Mastodon 4.3.0... 500 Mo 22.07.2024 00:00:05 191.466 -2 9.249.533 48,3 Mastodon 4.3.0... 500 So 21.07.2024 00:00:02 191.468 0 9.240.281 48,3 Mastodon 4.3.0... 500
Raph Levien (@raph) · 11/2022 · Tröts: 476 · Folger: 3.415
Di 30.07.2024 03:02
One of the main things I can't do in the current graphics API is run a 2D renderer within bounded memory, at least without having a fence and readback to the CPU, which could tank performance. The underlying problem can do it, but you need to be able to dynamically dispatch the various parts of the problem and use queues to connect the pieces, which compute shaders can't do. The recent development of work graphs can do queues and bounded memory, but...
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