Korea sexy chat com - Updating pointers visual studio

Although I have it installed for some time now, I've been avoiding using Visual Studio . The incremental improvements in the compiler simply aren't worth putting up with the braindead, butt-slow IDE.Thus, I've been continuing to use Visual C 6.0 SP5 PP.I know a few of you are going to yell out "use compiler intrinsics," but please look at this first: push ebp mov ebp,esp and esp,0FFFFFFF8h sub esp,8 movd mm1,dword ptr [ebp 8] pxor mm0,mm0 punpcklbw mm1,mm0 movq mm0,mm1 movq mm2,mm0 punpckhwd mm2,mm1 movq mm1,mm2 punpckhwd mm1,mm2 pmullw mm0,mm1 psrlw mm0,8 movq mmword ptr [esp],mm0 emms movq mm0,mmword ptr [esp] movq mm1,mm0 packuswb mm0,mm1 movd eax,mm0 mov esp,ebp pop ebp ret push ebp mov ebp,esp and esp,0FFFFFFF8h sub esp,8 movd mm1,dword ptr [ebp 8] pxor mm0,mm0 punpcklbw mm1,mm0 movq mm0,mm1 punpckhwd mm1,mm0 movq mm2,mm1 punpckhwd mm2,mm1 pmullw mm0,mm2 psrlw mm0,8 movq mmword ptr [esp],mm0 emms movq mm0,mmword ptr [esp] movq mm1,mm0 packuswb mm1,mm0 movd eax,mm1 mov esp,ebp pop ebp ret This, historically, is why I have not bothered to use MMX/SSE/SSE2 compiler intrinsics in Virtual Dub — the code generation sucks.

One of the features I've been working on for 1.6.0 is the ability to do bicubic resampling in the video displays using hardware 3D support.

We've been using simply bilinear for too long, and it's time we had better quality zooms accelerated on the video card.

NET Framework, which currently doesn't work under WOW32. VC6, with the pre-release VC8 compiler from the Windows Server 2003 DDK.

This is a bit clumsy since the VC6 debugger doesn't understand VC7 debug info, and certainly can't debug a 64-bit app, so I have to use the beta AMD64 Win Dbg instead, but at least I have the AMD64 build in the same project file as the 32-bit build.

Applying this both horizontally and vertically gives the bicubic filter.

The fact that you calculate the 2D filter as two 1D passes means that the 2D filter is separable; this reduces the number of effective taps for the 2D filter from 16 to 8.

NET 2003, but it still isn't able to resolve binary ops of the form push ebp mov ebp,esp pxor xmm0,xmm0 movdqa xmm1,xmm0 movd xmm0,dword ptr [ebp 8] punpcklbw xmm0,xmm1 pshuflw xmm1,xmm0,0FFh pmullw xmm0,xmm1 psrlw xmm0,8 movdqa xmm1,xmm0 packuswb xmm1,xmm0 and esp,0FFFFFFF0h movd eax,xmm1 mov esp,ebp pop ebp ret push ebp mov ebp,esp pxor xmm0,xmm0 movdqa xmm1,xmm0 movd xmm0,dword ptr [ebp 8] punpcklbw xmm0,xmm1 pshuflw xmm1,xmm0,0FFh pmullw xmm0,xmm1 psrlw xmm0,8 movdqa xmm1,xmm0 packuswb xmm1,xmm0 and esp,0FFFFFFF0h movd eax,xmm1 mov esp,ebp pop ebp ret The code is at least correct this time, but it is still full of unnecessary data movement, which consumes decode and execution bandwidth.

Now for the real kicker: those extraneous moves hurt on a Pentium 4, because on a P4, a register-to-register MMX/SSE/SSE2 move has a latency of 6 clocks.

Coming back from the Peninsula there is a sign that says: "Emergency parking: 1/4 mile." Several people suggested disable the frame pointer omission (FPO) optimization and prevent inlining, but it also doesn't stop the compiler from using spill space if it needs to — which means you basically have to set up a stack frame anyway.

I've been trying for some time to get YV12 support working perfectly, but at this point it looks like a wash.

That is a valid question, given that I don't really like Direct3D (which I affectionately call "caps bit hell").

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