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博客

Using #ifdef in OpenGL* ES 2.0 Shaders

It’s nice to use #ifdef’s in an OpenGL* shader. This allows a shader file do things like contain a vertex shaders and pixel shaders in the same file.

作者: 最后更新时间: 2018/07/12 - 14:07
Article

Multi-core Intermediate

Introduction
作者: Nguyen, Khang T (Intel) 最后更新时间: 2018/07/13 - 17:29
博客

PVS-Studio: analyzing ReactOS's code

作者: Andrey Karpov (Blackbelt) 最后更新时间: 2019/02/15 - 16:44
Article

Open Source Game Development

The intent of this paper is to go over a few of the most common open source game engines and show how Intel tools and technologies can bring goodness to open source game development by getting the best possible performance out of these engines.
作者: 管理 最后更新时间: 2018/01/24 - 12:12
Article

Multithreaded Game Programming and Hyper-Threading Technology

by Will Damon

作者: 最后更新时间: 2018/01/24 - 12:12
Article

How to Manipulate Data Structure to Optimize Memory Use on 32-Bit Intel® Architecture

Demonstrates how a Structure of Arrays organization of data makes it easier to get a performance benefit from SIMD
作者: 管理 最后更新时间: 2019/02/05 - 10:23
Article

Intercepting System API Calls

by Seung-Woo Kim

作者: Seung-Woo Kim (Intel) 最后更新时间: 2017/10/16 - 11:47
Article

Diagnostic 15042: Pragma Supersedes Previous Setting

Cause:

作者: 管理 最后更新时间: 2018/05/25 - 15:30
Article

Calling FORTRAN function or subroutine in DLL from C# code

Calling FORTRAN function or subroutine in DLL from C# code
作者: Duan, Xiaoping (Intel) 最后更新时间: 2018/05/25 - 15:30
Article

Optimizing Game Architectures with Intel® Threading Building Blocks

This article describes techniques of optimizing game architectures that already have some threading and shows how Intel TBB can enhance the performance of these architectures with relatively small amounts of coding effort.
作者: 最后更新时间: 2019/08/01 - 09:30