fsharp-playground blogspot.com

Adventures with F and DirectX 11

Adventures with F and DirectX 11. Friday, November 16, 2012. Writing GPU Shaders in F. I have been working lately on a library that allows one to write shaders in F. It uses code quotations to translate these shaders to HLSL before being executed on the GPU. Check out SharpShaders. Monday, November 5, 2012. Auomatically enforcing HLSL Struct Layout with PostSharp. Fields must start on a 4 byte boundary. If fields cross a 16 byte boundary, they have to start on a 16 byte boundary. To avoid having to wr.

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Adventures with F and DirectX 11

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Adventures with F and DirectX 11. Friday, November 16, 2012. Writing GPU Shaders in F. I have been working lately on a library that allows one to write shaders in F. It uses code quotations to translate these shaders to HLSL before being executed on the GPU. Check out SharpShaders. Monday, November 5, 2012. Auomatically enforcing HLSL Struct Layout with PostSharp. Fields must start on a 4 byte boundary. If fields cross a 16 byte boundary, they have to start on a 16 byte boundary. To avoid having to wr.

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This web page fsharp-playground.blogspot.com states the following, "Adventures with F and DirectX 11." We saw that the webpage said " Friday, November 16, 2012." It also said " Writing GPU Shaders in F. I have been working lately on a library that allows one to write shaders in F. It uses code quotations to translate these shaders to HLSL before being executed on the GPU. Monday, November 5, 2012. Auomatically enforcing HLSL Struct Layout with PostSharp. Fields must start on a 4 byte boundary. If fields cross a 16 byte boundary, they have to start on a 16 byte boundary. To avoid having to wr."

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