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//============================================================================================================================== | |
// An optimized AMD FSR's EASU implementation for Mobiles | |
// Based on https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/ffx-fsr/ffx_fsr1.h | |
// Details can be found: https://atyuwen.github.io/posts/optimizing-fsr/ | |
// Distributed under the MIT License. Copyright (c) 2021 atyuwen. | |
// -- FsrEasuSampleH should be implemented by calling shader, like following: | |
// AH3 FsrEasuSampleH(AF2 p) { return MyTex.SampleLevel(LinearSampler, p, 0).xyz; } | |
//============================================================================================================================== | |
void FsrEasuL( | |
out AH3 pix, |
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#!/usr/bin/env python3 | |
# | |
# Copyright 2014-2020 Cameron Hart <[email protected]>. | |
# All rights reserved. | |
# | |
# Redistribution and use in source and binary forms, with or without | |
# modification, are permitted provided that the following conditions are met: | |
# | |
# 1. Redistributions of source code must retain the above copyright notice, | |
# this list of conditions and the following disclaimer. |
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""" | |
Prerequisites: | |
$ pip install biplist | |
$ pip install requests | |
Usage: | |
python dsym_symbolizer.py --dsym_url https://www.example.com/MyStuff.framework.dSYM.zip \ | |
--source_path /Users/MeMySelfAndI/MyStuffSources \ | |
--binary_path /Users/MeMySelfAndI/MyProject/Pods/MyStuff/MyStuff.framework | |
""" |
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require 'optimist' | |
require 'plist' | |
# Setups of source path mapping for the framework at framework_path, | |
# which has a dsym at dsym_path. It maps the source paths to the | |
# source_path root. Implementation borrowed from https://medium.com/@maxraskin/background-1b4b6a9c65be | |
def setup_dsym_source_mapping(framework_path, dsym_path, source_path) | |
binary_uuids = get_uuids_of_dwarf(framework_path) | |
dsym_uuids = get_uuids_of_dwarf(dsym_path) | |
verify_uuids(binary_uuids, dsym_uuids) |
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ro.secure=0 | |
ro.allow.mock.location=1 | |
ro.debuggable=1 | |
persist.sys.usb.config=adb | |
ro.adb.secure=0 |
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== Adb Server | |
adb kill-server | |
adb start-server | |
== Adb Reboot | |
adb reboot | |
adb reboot recovery | |
adb reboot-bootloader | |
== Shell |
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# GDC Vault videos can't be watched on mobile devices and this is a very sad thing indeed! | |
# (Note: this has changed for GDC2013, which lets you watch raw MP4 streams. Kudos!) | |
# This script is designed to circumvent this by downloading the lecture and slideshow | |
# videos which can then be re-encoded into whatever format you wish. Obviously, you | |
# won't be able to do this without access to the Vault. This is strictly for the | |
# convenience of legitimate Vault users! | |
# Note: this code is rather flimsy and was written as fast as possible for my own personal use. | |
# The code only works for the most recent GDC Vault videos, since they all use the same player | |
# format. If the XML format used to run the player is changed (as it has in the past), the code |
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configuration {} | |
defines { | |
"PX_PHYSX_STATIC_LIB", | |
"_DEBUG", | |
"PX_DEBUG", | |
"PX_CHECKED", | |
"PX_COOKING", | |
"PX_SUPPORT_VISUAL_DEBUGGER" | |
} |
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using UnityEngine; | |
using System.Collections; | |
using System.IO; | |
/* | |
Usage: | |
1. Attach this script to your chosen camera's game object. | |
2. Set that camera's Clear Flags field to Solid Color. | |
3. Use the inspector to set frameRate and framesToCapture |
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Globalization; | |
using System.IO; | |
using System.Text; | |
using UnityEditor; | |
using UnityEngine; | |
/* |
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