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- One important and easy optimization is to make sure that single precision constants are being used. By default10 KB (1,567 words) - 20:59, 4 June 2015
- == Assembly code optimization on the Cortex-A8 == This guide presents specific optimization techniques for the [[ARM]] Cortex-A8 processor and its dual-issue, in-order7 KB (1,048 words) - 18:58, 30 April 2016
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- * [[Floating Point Optimization|Float]] * [[Assembly Code Optimization|Assembly]]2 KB (270 words) - 22:58, 29 April 2015
- •[[Floating Point Optimization]] •[[Assembly Code Optimization|Assembly Optimization]]5 KB (445 words) - 18:17, 13 September 2013
- == Assembly code optimization on the Cortex-A8 == This guide presents specific optimization techniques for the [[ARM]] Cortex-A8 processor and its dual-issue, in-order7 KB (1,048 words) - 18:58, 30 April 2016
- * [[Floating Point Optimization]] * [[Assembly Code Optimization]]11 KB (1,746 words) - 07:52, 31 October 2013
- This optimization is not performed where a branch target intervenes, eg ...uction decoders, but only one branch-prediction unit. See [[Assembly Code Optimization]] for details.26 KB (4,265 words) - 15:05, 19 April 2011
- [[Category:Optimization]]6 KB (990 words) - 13:39, 6 November 2013
- One important and easy optimization is to make sure that single precision constants are being used. By default10 KB (1,567 words) - 20:59, 4 June 2015
- ...en in cases where the source is available, it would take a lot of work and optimization to get something running on Pandora. In other words, '''don't hold your br27 KB (4,375 words) - 05:48, 30 December 2009
- [[Category:Optimization]]19 KB (2,957 words) - 22:39, 3 April 2016
- We store the last texture unit we fiddled with as an optimization. It's bad form to constantly turn texture units on and off, especially if y262 KB (37,914 words) - 14:12, 17 August 2013