Merge branch 'master' of https://github.com/TomAndJerry14/Daily
# Conflicts: # .obsidian/workspace.json
This commit is contained in:
1
.obsidian/community-plugins.json
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.obsidian/community-plugins.json
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[]
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5
.obsidian/plugins/obsidian-version-history-diff/data.json
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.obsidian/plugins/obsidian-version-history-diff/data.json
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{
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"diffStyle": "word",
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"matchWordsThreshold": 0.25,
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"colorBlind": true
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}
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452
.obsidian/plugins/obsidian-version-history-diff/main.js
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.obsidian/plugins/obsidian-version-history-diff/main.js
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.obsidian/plugins/obsidian-version-history-diff/manifest.json
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.obsidian/plugins/obsidian-version-history-diff/manifest.json
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{
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"id": "obsidian-version-history-diff",
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"name": "Version History Diff",
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"version": "2.1.0",
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"minAppVersion": "1.1.7",
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"description": "Diff the version history of the core Sync and File Recovery plugins and Git. Adds a command to open the core Sync version history as well.",
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"author": "kometenstaub",
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"authorUrl": "https://github.com/kometenstaub",
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"isDesktopOnly": false
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}
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27
.obsidian/plugins/obsidian-version-history-diff/styles.css
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.obsidian/plugins/obsidian-version-history-diff/styles.css
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File diff suppressed because one or more lines are too long
111
.obsidian/workspace
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.obsidian/workspace
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@@ -1,111 +0,0 @@
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{
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"main": {
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"id": "c01acc1e0c3642a1",
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"type": "split",
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"children": [
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{
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"id": "458b5417a938cfb3",
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"type": "leaf",
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"state": {
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"type": "markdown",
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"state": {
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"file": "SerializedObject.md",
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"mode": "source",
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"source": false
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}
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}
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}
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],
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"direction": "vertical"
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},
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"left": {
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"id": "b3f2fe956c600b2b",
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"type": "split",
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"children": [
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{
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"id": "b892947aee3a10a9",
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"type": "tabs",
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"children": [
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{
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"id": "b736346aa28b495c",
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"type": "leaf",
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"state": {
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"type": "file-explorer",
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"state": {}
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}
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},
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{
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"id": "bd33cd6e5600118d",
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"type": "leaf",
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"state": {
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"type": "search",
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"state": {
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"query": "",
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"matchingCase": false,
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"explainSearch": false,
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"collapseAll": false,
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"extraContext": false,
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"sortOrder": "alphabetical"
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}
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}
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}
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]
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}
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],
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"direction": "horizontal",
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"width": 249
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},
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"right": {
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"id": "d809b577c235ae94",
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"type": "split",
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"children": [
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{
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"id": "7cbbb049622f8875",
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"type": "tabs",
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"children": [
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{
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"id": "fc04db1c3d5f37f2",
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"type": "leaf",
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"state": {
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"type": "backlink",
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"state": {
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"file": "SerializedObject.md",
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"collapseAll": false,
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"extraContext": false,
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"sortOrder": "alphabetical",
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"showSearch": false,
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"searchQuery": "",
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"backlinkCollapsed": false,
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"unlinkedCollapsed": true
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}
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}
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},
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{
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"id": "d9c52b59dc19017c",
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"type": "leaf",
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"state": {
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"type": "calendar",
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"state": {}
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}
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}
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]
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}
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],
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"direction": "horizontal",
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"width": 300,
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"collapsed": true
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},
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"active": "b736346aa28b495c",
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"lastOpenFiles": [
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"SearchFilter UnityEditor筛选器.md",
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"Pasted image 20221021171104.png",
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"Mesh Baker.md",
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"conflict-files-obsidian-git.md",
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"图集处理.md",
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"待办事项/TODO.md",
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"本地化流程.md",
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"待办事项/Work.md",
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"待办事项/Learn.md",
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"未命名.md"
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]
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}
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52
GPU/GPU渲染流程.md
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GPU/GPU渲染流程.md
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https://www.cnblogs.com/timlly/p/11471507.html
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参考网站
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# SM 流处理器
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包括
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运算核心
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load/store 加载与储存
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特殊数学运算 sin、cos、log
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寄存器
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L1缓存
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全局内存缓存
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纹理读取单元
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纹理缓存
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PolyMorph Engine:多边形引擎(负责属性装配、顶点拉取、曲面细分、栅格化 ~= 专门处理顶点相关)
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2个Wrap Schedulers:负责wrap调度 1一个warp由32个线程组成,warp调度器的指令通过Dispatch Units送到Core执行。
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指令缓存
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内部链接网络(?)
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# GPU渲染管线
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通过图形api调用drawcall->
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指令推送到驱动,驱动检查是否合法->
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驱动把指令缓存到buffer里->
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下次flush会把指令推送到GPU->
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----------主机-------
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GPU通过主机接口Host Interface接受命令->
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通过前端(Front End)处理这些命令(?)-> Front End是哪儿
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图元分配开始工作(indexbuffer产生三角形形成批次, 分配给GPCs{ ? })->
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SM的多边形引擎(Poly Morph Engine)通过三角形索引获取三角形数据(Vertex Fetch)->
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SM的Wrap调度(SIMT)->
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![[Pasted image 20230413163234.png]]
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等到wrap完成了vertex-shader的所有指令,三角形会被裁剪然后准备栅格化,GPU会把L1和L2缓存来进行vertex-shader和pixel-shader之间的数据通信
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SM上的Attribute Setup保证了从vertex-shader来的数据经过插值后是pixel-shade是可读的。
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光栅化引擎开始接受三角形工作(裁剪、背面剔除、Early-Z剔除)
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32个线程分成8个2*2的像素块、如果没有三角形覆盖,线程会被遮掩
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最后会颜色和深度输出到ROP(渲染输出单元),进行深度测试和framebuffer混合
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# 深度测试
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### 深度测试失效情况:
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开启透明测试
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开启像素摒弃指令 - OpenGL的clip
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关闭深度测试
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开启Multi-Sampling:多采样
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### 深度测试会导致深度数据冲突
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# CPU与GPU异构系统
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分离
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耦合
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BIN
GPU/Pasted image 20230413163234.png
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GPU/Pasted image 20230413163234.png
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并行计算/CPU/Brust.md
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并行计算/CPU/Brust.md
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todo...
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11
并行计算/CPU/SIMD(单指令多数据).md
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并行计算/CPU/SIMD(单指令多数据).md
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- 一个普通加法指令,一次只能对两个数执行一个加法操作。
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- 一个 SIMD 加法指令,一次可以对两个数组(向量)执行加法操作。
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一个寄存器存多个数据同时批量处理
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## CSharp中的SIMD
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位于 System.Numerics 下的Vector即可开始进行硬件级别上的处理
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Vector<T>.Count为寄存器能容纳的位数
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0
并行计算/GPU/Compute Shader.md
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0
并行计算/GPU/Compute Shader.md
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并行计算/GPU/SIMT.md
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并行计算/GPU/SIMT.md
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单指令多线程
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一个指令 会有多条线程运行相同的指令
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英伟达会给出多个修饰符,例如:Bit Mask可以指定哪些线程干活 哪些空转,既可支持分支操作
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每个线程会进入锁步(lock-step)
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线程会进入被遮掩(be masked out)
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被遮掩的原因,例如:if(false) 或者循环次数不一致
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2
手写渲染器/课程.md
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手写渲染器/课程.md
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https://github.com/ssloy/tinyrenderer/wiki/Lesson-0:-getting-started
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Reference in New Issue
Block a user