巨硬这回真的下功夫了——Edge 体验

居然可以直接条用我的2070当web-gpu

Graphics Feature Status
- Canvas: Hardware accelerated
- Flash: Hardware accelerated
- Flash Stage3D: Hardware accelerated
- Flash Stage3D Baseline profile: Hardware accelerated
- Compositing: Hardware accelerated
- Multiple Raster Threads: Enabled
- Out-of-process Rasterization: Disabled
- Hardware Protected Video Decode: Unavailable
- Rasterization: Hardware accelerated
- Skia Renderer: Disabled
- Video Decode: Hardware accelerated
- Viz Display Compositor: Enabled
- Viz Hit-test Surface Layer: Enabled
- WebGL: Hardware accelerated
- WebGL2: Hardware accelerated
Driver Bug Workarounds
- clear_uniforms_before_first_program_use
- decode_encode_srgb_for_generatemipmap
- disable_delayed_copy_nv12
- disable_direct_composition_video_overlays
- disable_discard_framebuffer
- disable_playready_hardware_drm
- disable_vp_scaling
- exit_on_context_lost
- force_cube_complete
- scalarize_vec_and_mat_constructor_args
- disabled_extension_GL_KHR_blend_equation_advanced
- disabled_extension_GL_KHR_blend_equation_advanced_coherent
Problems Detected
- Protected video decoding with swap chain is for Windows and Intel only
Disabled Features: protected_video_decode - Some drivers are unable to reset the D3D device in the GPU process sandbox
Applied Workarounds: exit_on_context_lost - Clear uniforms before first program use on all platforms: 124764, 349137
Applied Workarounds: clear_uniforms_before_first_program_use - Always rewrite vec/mat constructors to be consistent: 398694
Applied Workarounds: scalarize_vec_and_mat_constructor_args - ANGLE crash on glReadPixels from incomplete cube map texture: 518889
Applied Workarounds: force_cube_complete - Framebuffer discarding can hurt performance on non-tilers: 570897
Applied Workarounds: disable_discard_framebuffer - Disable KHR_blend_equation_advanced until cc shaders are updated: 661715
Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent) - Decode and Encode before generateMipmap for srgb format textures on Windows: 634519
Applied Workarounds: decode_encode_srgb_for_generatemipmap - Delayed copy NV12 displays incorrect colors on NVIDIA drivers.: 728670
Applied Workarounds: disable_delayed_copy_nv12 - Hardware overlays result in black videos on non-Intel GPUs: 932879
Applied Workarounds: disable_direct_composition_video_overlays - Don't use video processor scaling on non-Intel GPUs.: 993233
Applied Workarounds: disable_vp_scaling - Don't use PlayReady hardware DRM on Turing-architecture NVIDIA GPUs.: 23413896
Applied Workarounds: disable_playready_hardware_drm
ANGLE Features
disable_program_caching_for_transform_feedback
(Frontend workarounds): Disabled
On some GPUs, program binaries don't contain transform feedback varyings
lose_context_on_out_of_memory
(Frontend workarounds): Enabled: true
Some users rely on a lost context notification if a GL_OUT_OF_MEMORY error occurs
scalarize_vec_and_mat_constructor_args
(Frontend workarounds)
398694
: Enabled: true
Always rewrite vec/mat constructors to be consistent
sync_framebuffer_bindings_on_tex_image
(Frontend workarounds): Disabled
On some drivers TexImage sometimes seems to interact with the Framebuffer
add_dummy_texture_no_render_target
(D3D workarounds)
anglebug:2152
: Disabled: isIntel && capsVersion < IntelDriverVersion(4815)
On some drivers when rendering with no render target, two bugs lead to incorrect behavior
allow_clear_for_robust_resource_init
(D3D workarounds)
941620
: Disabled: false
Some drivers corrupt texture data when clearing for robust resource initialization.
call_clear_twice
(D3D workarounds)
655534
: Disabled: isIntel && isSkylake && capsVersion < IntelDriverVersion(4771)
Using clear() may not take effect
depth_stencil_blit_extra_copy
(D3D workarounds)
anglebug:1452
: Disabled: (part1 <= 13u && part2 < 6881) && isNvidia && driverVersionValid
Bug in some drivers triggers a TDR when using CopySubresourceRegion from a staging texture to a depth/stencil
disable_b5g6r5_support
(D3D workarounds): Disabled: (isIntel && capsVersion < IntelDriverVersion(4539)) || isAMD
Textures with the format DXGI_FORMAT_B5G6R5_UNORM have incorrect data
emulate_isnan_float
(D3D workarounds)
650547
: Disabled: isIntel && isSkylake && capsVersion < IntelDriverVersion(4542)
Using isnan() on highp float will get wrong answer
emulate_tiny_stencil_textures
(D3D workarounds): Disabled: isAMD && !(deviceCaps.featureLevel < D3D_FEATURE_LEVEL_10_1)
1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly
expand_integer_pow_expressions
(D3D workarounds): Enabled: true
The HLSL optimizer has a bug with optimizing 'pow' in certain integer-valued expressions
flush_after_ending_transform_feedback
(D3D workarounds): Enabled: isNvidia
Some drivers sometimes write out-of-order results to StreamOut buffers when transform feedback is used to repeatedly write to the same buffer positions
force_atomic_value_resolution
(D3D workarounds)
anglebug:3246
: Enabled: isNvidia
On some drivers the return value from RWByteAddressBuffer.InterlockedAdd does not resolve when used in the .yzw components of a RWByteAddressBuffer.Store operation
get_dimensions_ignores_base_level
(D3D workarounds): Enabled: isNvidia
Some drivers do not take into account the base level of the texture in the results of the HLSL GetDimensions builtin
mrt_perf_workaround
(D3D workarounds): Enabled: true
Some drivers have a bug where they ignore null render targets
pre_add_texel_fetch_offsets
(D3D workarounds): Disabled: isIntel
HLSL's function texture.Load returns 0 when the parameter Location is negative, even if the sum of Offset and Location is in range
rewrite_unary_minus_operator
(D3D workarounds): Disabled: isIntel && (isBroadwell || isHaswell) && capsVersion < IntelDriverVersion(4624)
Evaluating unary minus operator on integer may get wrong answer in vertex shaders
select_view_in_geometry_shader
(D3D workarounds): Disabled: !deviceCaps.supportsVpRtIndexWriteFromVertexShader
The viewport or render target slice will be selected in the geometry shader stage for the ANGLE_multiview extension
set_data_faster_than_image_upload
(D3D workarounds): Enabled: !(isIvyBridge || isBroadwell || isHaswell)
Set data faster than image upload
skip_vs_constant_register_zero
(D3D workarounds): Enabled: isNvidia
In specific cases the driver doesn't handle constant register zero correctly
use_instanced_point_sprite_emulation
(D3D workarounds): Disabled: isFeatureLevel9_3
Some D3D11 renderers do not support geometry shaders for pointsprite emulation
use_system_memory_for_constant_buffers
(D3D workarounds)
593024
: Disabled: isIntel
Copying from staging storage to constant buffer storage does not work
zero_max_lod
(D3D workarounds): Disabled: isFeatureLevel9_3
Missing an option to disable mipmaps on a mipmapped texture
Compositor Information
Tile Update Mode | One-copy |
Partial Raster | Enabled |
GpuMemoryBuffers Status
R_8 | Software only |
R_16 | Software only |
RG_88 | Software only |
BGR_565 | Software only |
RGBA_4444 | Software only |
RGBX_8888 | GPU_READ, SCANOUT |
RGBA_8888 | GPU_READ, SCANOUT |
BGRX_8888 | Software only |
BGRX_1010102 | Software only |
RGBX_1010102 | Software only |
BGRA_8888 | Software only |
RGBA_F16 | Software only |
YVU_420 | Software only |
YUV_420_BIPLANAR | Software only |
P010 | Software only |
Display(s) Information
Info | Display[2528732444] bounds=[0,0 1920x1080], workarea=[0,0 1920x1040], scale=2, external. |
Color space information | {primaries_d50_referred: [[0.6808, 0.3205], [0.2584, 0.7007], [0.1469, 0.0421]], transfer:IEC61966_2_1, matrix:RGB, range:FULL} |
SDR white level in nits | 80 |
Bits per color component | 8 |
Bits per pixel | 24 |
Refresh Rate in Hz | 59 |
Info | Display[2480450848] bounds=[-1920,0 1920x1080], workarea=[-1920,0 1920x1080], scale=1, external. |
Color space information | {primaries_d50_referred: [[0.6808, 0.3205], [0.2584, 0.7007], [0.1469, 0.0421]], transfer:IEC61966_2_1, matrix:RGB, range:FULL} |
SDR white level in nits | 80 |
Bits per color component | 8 |
Bits per pixel | 24 |
Refresh Rate in Hz | 60 |
Video Acceleration Information
Decode h264 baseline | 48x48 to 4096x2304 pixels |
Decode h264 baseline | 48x48 to 2304x4096 pixels |
Decode h264 main | 48x48 to 4096x2304 pixels |
Decode h264 main | 48x48 to 2304x4096 pixels |
Decode h264 high | 48x48 to 4096x2304 pixels |
Decode h264 high | 48x48 to 2304x4096 pixels |
Decode vp9 profile0 | 16x16 to 8192x8192 pixels |
Decode vp9 profile0 | 16x16 to 8192x8192 pixels |
Decode vp9 profile2 | 16x16 to 8192x8192 pixels |
Decode vp9 profile2 | 16x16 to 8192x8192 pixels |
Encode h264 baseline | 0x0 to 3840x2176 pixels, and/or 30.000 fps |
Encode h264 main | 0x0 to 3840x2176 pixels, and/or 30.000 fps |
Encode h264 high | 0x0 to 3840x2176 pixels, and/or 30.000 fps |
[学长的项目]测试"Detecting Adv from Artifacts" paper
看看开源世界的始末,还是觉得大家尤其是不一定要求源码的东西
QuEST test demo
machine

gcc no prefix


mpicc -ddistributed=1

mpicc -ddistributed=2


icc distribution=8

1080ti
gpu defaultly not compatible with parallel mpi

GeekPie_HPC initiative ASC20
GeekPie_ is a student association debuted when the first batch of ShanghaiTech undergraduates entered this school. Since the inception of our association, it has been collecting EECS-related geeks and nurturing enthusiasts towards gorgeous masters.
As the youngest section of GeekPie_, GeekPie_HPC is growing steadily. Inspired by the success in ASC18, ISC18 and SC19 student cluster competitions, newcomers influx, endowed with courage, eagerness, and full devotion. So far, the core of GeekPie_HPC is comprised of around 15 undergraduate students. All of them are enthusiastic about HPC systems, development, and applications. The GeekPie_HPC Team was originally founded by Zhiqiang Xie, a graduate student who currently interns at MSR Asia working on AI projects. Yanjie Song (senior) is the team leader, who has made achievements in computer systems. The other four are Tianyuan Wu (junior), Zijun Xu (junior), Yiwei Yang (sophomore) and Longwen Zhang (sophomore). Yanjie and Tianyuan both come from the Laboratory of I/O System and Data Science (LION), focusing on optimization of HPC apps. Tianyuan, Zijun, Yiwei, and Longwen are new faces in HPC team this year.
We feel honored to receive mentorship from Dr. Shu Yin, PI of the LION lab and advisor of all our previous student cluster competitions. We are grateful to the School of Information Science and Technology (SIST) and the Library and Information Center for supporting us with comprehensive HPC resources. With fresh blood injected into this vigorous team and more advanced HPC resources this year, GeekPie_HPC is sure to become one of the most influential student supercomputing teams in ASC20.
Some Understanding from studying "Critique of the Gotha Programme"

Hard core Marxism Principle final thesis.
[Algorithm] NP/NPC/NP-Hard
我们上课用的ppt 来自 Waterloo U. 作业来自 Berkeley。 非常难,但也很有趣。
既然 ppt 来自滑铁卢大学,那一定带有吹加拿大人的部分,比如这个提出21 个 NPC 问题的 Karp。
关于NP & NPC & NP-Hard 问题。
可以用用一个数轴来解决。

现在来讲解一下npc。
在 MIT 的公开课 6.046 上 用了这样一个思维导图。

$(x_{1}\wedge x_{2}\wedge \not x_{3})v(x_{4}\wedge x_{5}\wedge x_{6})$
[Network] Unix 网络实战
udp在unix中的简单实现,也不用那么多源码阅读,绝大多数都只需要用就行。
[无人机] CADC 紧急救援图纸

Shanghai CTF VLOG record | Shanghaitech Daily
At 14.11.19, we went to DongHua University in Shanghai Changning District, for fighting for the flags. The competition focus on getting flag from others' server concluding 1 pwn and 3 web questions. The environment is open-sourced at shttp://victoryang00.xyz:5012/open-sou...