Recent submissions

Comment · 1 month ago
Inspired by skmp's success with the Dreamcast's vector instructions (see https://skmp.dev/blog/sh4-fpu/), I used Claude to figure out the special function evaluation hardware of the Sony PSP's VFPU vector unit, which in all these years nobody had managed to crack.
Comment · 2 months ago
More than half the article is AI slop. Sad.
Comment · 3 months ago
This is just AI slop explaining the very basics of what a pixel/fragment shader is. The usecase is not particularly useful. Doesn't belong on HN.
Comment · 3 months ago
Got taught this one in Sweden in the early 90s. Not too surprising though, as much of the Swedish school system used to be modeled on DDR...
Comment · 3 months ago
Maybe a cache coherency issue, where data written by the CPU is not visible to the GPU, without some kind of explicit cache line invalidation, maybe on both sides? Caveat, I don't know much about the memory system on the XBox but this is a typical issue with homebrew code on consoles.
Comment · 4 months ago
Or you just go ahead and forget that big endian ever existed. It's not coming back.
Comment · 10 months ago
Well, it is what is done on several tiler architectures, and it generally works just fine. Normally your computations of the position aren't really intertwined with the computation of the other outputs, so dead code elimination does a good job.
Comment · 1 year ago
BC1-3 are like that, but BC7 is far, far more complex. The search space is huge.
Comment · 1 year ago
It works just fine and is natively ARM, since a year or so.
Comment · 1 year ago
What about implementations? libpng seems pretty dead, 1.7 has been in development forever but 1.6 is still considered the stable version. Is there a current "canonical" png C/C++ library?
Comment · 1 year ago
Parody account
Comment · 1 year ago
Great stuff!

Small UX thing: Make it so you can just click a word to fill in the next empty spot, instead of having to drag, similar to when building sentences in Duolingo. Especially when not on a touchscreen, having to drag is pretty painful and reduces accessibility.

Comment · 1 year ago
Function calls are very fast (unless there's really a lot of parameter copying/saving-to-stack) and if you can re-use a chunk of code from multiple places, you'll reduce pressure on the instruction cache. Inlining is not always ideal.

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