search for: sm3

Displaying 20 results from an estimated 20 matches for "sm3".

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2024 Aug 07
1
[PATCH] Add SM3 secure hash algorithm
Hi, This implementation looks fine, but there is no specification for using SM3 in the SSH protocol. Could I suggest that you start by talking to the IETF to get the standardisation process started? https://mailman3.ietf.org/mailman3/lists/ssh.ietf.org/ is a good mailing list to start at. There have been recent conversations in the IETF about how best to handle national crypt...
2024 Aug 06
1
[PATCH] Add SM3 secure hash algorithm
Add OSCCA SM3 secure hash algorithm (OSCCA GM/T 0004-2012 SM3). --- Makefile.in | 2 +- configure.ac | 2 +- digest-libc.c | 11 ++ digest-openssl.c | 1 + digest.h | 3 +- mac.c | 1 + sm3.c | 320 +++++++++++++++++++++++++++++++++++++++++++++++ sm3.h...
2010 Sep 15
1
Difficulty creating Julian day in data frame
...vic.data <- read.table("C:/VIC/data/vic.data.csv", header=F) names(vic.data) <- c("year", "month", "day", "precip", "evap", "runoff", "baseflow", "Tsup", "SM1", "SM2", "SM3", "SWE") vic.data$temp.date <- as.Date(paste(vic.data$year, "/", vic.data$month, "/", vic.data$day, sep="")) vic.data$julian.day <- julian(vic.data$temp.date, origin = as.Date("1900-01-01"))[1] head(vic.data)...
2010 Nov 30
3
WoW - Ubuntu 10.10 - ATI HD5770
...sion as well as latest fglrx drivers. WoW runs quite well except that under the video settings, I can't turn the custom graphics settings to anything else than low. The reason in wow is: "Requires a shader model 3 capable graphics card" My card is an ATI HD5770 so I know it supports SM3. What am I supposed to do here? Thanks for any help!
2011 Mar 29
2
[LLVMdev] [GSoC] "Microsoft Direct3D shader bytecode backend" proposal
...just enough to get simple examples working with > Wine's Direct3D implementation. > > > Could you be a bit more specific on your goals? A few quick questions > that come to mind are: > > 1. What shader models will you aim to support? SM1-3. SM4 was a huge break from SM3 (so I've gathered from reading Wine source; all the opcodes seem to be different), so I'll do that later. > 2. What types of shared will you aim to support? e.g. vertex, pixel, > geometry, hull Since I'm only doing up to SM3, vertex and pixel shaders only. > 3. How do you prop...
2011 Mar 29
0
[LLVMdev] [GSoC] "Microsoft Direct3D shader bytecode backend" proposal
...es working with >> Wine's Direct3D implementation. >> >> >> Could you be a bit more specific on your goals? A few quick questions >> that come to mind are: >> >> 1. What shader models will you aim to support? > SM1-3. SM4 was a huge break from SM3 (so I've gathered from reading Wine > source; all the opcodes seem to be different), so I'll do that later. >> 2. What types of shared will you aim to support? e.g. vertex, pixel, >> geometry, hull > Since I'm only doing up to SM3, vertex and pixel shaders only. >&...
2011 Mar 29
0
[LLVMdev] [GSoC] "Microsoft Direct3D shader bytecode backend" proposal
On Mon, Mar 28, 2011 at 9:22 PM, Charles Davis <cdavis at mymail.mines.edu>wrote: > Here's the other of my proposals for this year's Google Summer of Code. > (The first is on cfe-dev.) It was suggested to me by Dan Kegel (from the > Wine project, they really want this). > > Title: Microsoft Direct3D shader bytecode backend > > Abstract: > > There is a
2024 Feb 20
1
Cannot enable multichannel
Hi! I am trying to enable multi-channel when the NIC support RSS(Receive Side Scaline) . I use tcpdump and wireshark to record packet that send by smbclient and windows 11 client. There is no multi-channel phenomenon when using smbclient, but when using the windows client, I observed that the samba server opened an extra port to transmit data. I think this is the phenomenon of multi-channel
2006 Mar 24
2
check_box_tag
hi, What''s the right way to use the CHECK_BOX_TAG? I used: <% for @pippo in @model %> <%= check_box_tag (:scelta,@pippo) %> <% end %> How Can I control if a person choosen the second or third element of the vector @pippo? -- Posted via http://www.ruby-forum.com/.
2020 Apr 04
3
how to pick cipher for AES-NI enabled AMD GX-412TC SOC tincd at 100% CPU
...lake2b512 blake2s256 gost md4 md5 rmd160 sha1 sha224 sha256 sha3-224 sha3-256 sha3-384 sha3-512 sha384 sha512 sha512-224 sha512-256 shake128 shake256 sm3 Cipher commands (see the `enc' command for more details) aes-128-cbc aes-128-ecb aes-192-cbc aes-192-ecb aes-256-cbc aes-256-ecb aria-128-cbc aria-128-cfb aria-128-cfb1 aria-128-cfb8 aria-128-ctr aria-128-ecb aria-128-ofb aria-192-cbc a...
2011 Mar 29
3
[LLVMdev] [GSoC] "Microsoft Direct3D shader bytecode backend" proposal
Here's the other of my proposals for this year's Google Summer of Code. (The first is on cfe-dev.) It was suggested to me by Dan Kegel (from the Wine project, they really want this). Title: Microsoft Direct3D shader bytecode backend Abstract: There is a distinct lack of open-source frameworks for compiling HLSL, the shader language used by Direct3D, into bytecode that D3D can
2017 Apr 13
0
Wine release 2.6
...e pager child. comctl32/tests: Extend PGM_SETCHILD tests. comctl32: Don't touch the new child twice in PGM_SETCHILD. d3d9/tests: Relax the partially initialized varyings test. d3d8/tests: Relax the partially initialized varyings test. d3d9/tests: Allow 1.0 alpha in SM3 uninitialized varyings tests. d3d9/tests: Disable the SM3 uninitialized diffuse test. d3d9/tests: Fix stream_test cases which do not use stream 0. Viktor Semykin (3): windowscodecs/tests: Test for png codec seeking too far. windowscodecs: Fixed loading png from streams....
2020 Apr 04
0
how to pick cipher for AES-NI enabled AMD GX-412TC SOC tincd at 100% CPU
...ke2s256        gost              md4 > md5               rmd160            sha1              sha224 > sha256            sha3-224          sha3-256          sha3-384 > sha3-512          sha384            sha512            sha512-224 > sha512-256        shake128          shake256          sm3 > > Cipher commands (see the `enc' command for more details) > aes-128-cbc       aes-128-ecb       aes-192-cbc       aes-192-ecb > aes-256-cbc       aes-256-ecb       aria-128-cbc      aria-128-cfb > aria-128-cfb1     aria-128-cfb8     aria-128-ctr      aria-128-ecb > aria-12...
2011 Apr 29
0
Wine release 1.3.19
...wined3d: Get rid of IWineD3DSurface::GetType(). comctl32: Return if there's no current selection in TAB_EnsureSelectionVisible(). wined3d: Remove IWineD3DSurface::PrivateSetup() from the public interface. wined3d: Merge surface_base.c into surface.c. wined3d: Either set SM3 for both vertex and fragment shaders or for neither. wined3d: Enable SM3 if ARB_shader_texture_lod is supported. wined3d: Rename "pCaps" to "caps". wined3d: Only invalidate the INDRAWABLE location for onscreen surfaces in surface_realize_palette(). wined3...
2015 Oct 16
0
Wine release 1.7.53
...t other bitmap formats can be converted to. Marcus Meissner (2): d3d11: Remove useless NULL check (Coverity). hidclass.sys: Fixed copy/paste error (Coverity). Martin Storsjo (1): msvcrt: Remove a stray semicolon. Matteo Bruni (23): wined3d: Avoid the deprecated syntax for SM3 varyings on core profile. wined3d: Avoid the builtin fog coordinate varying on core profile. wined3d: Initialize unwritten texcoord varyings in the FFP replacement vertex shader. wined3d: Initialize unwritten texcoord varyings in the VS. wined3d: Store supported varyings cou...
2016 Oct 14
0
Wine release 1.9.21
..._control case. wined3d: Account for offscreen rendering in the pixel shader key only if vpos is used. wined3d: Flag WINED3D_SHADER_CONST_PS_Y_CORR on framebuffer changes. d3d9/tests: Make the window client rect match the d3d swapchain size. d3d9/tests: Add a test for the dsy SM3 instruction. d3d11/tests: Make the window client rect match the d3d swapchain size. d3d11/tests: Add a test for derivative shader instructions. d3d10core/tests: Make the window client rect match the d3d swapchain size. d3d10core/tests: Add a test for ddy. wined3d: Clea...
2010 Jul 16
0
Wine release 1.2
...backend. This improves scanning support in Acrobat. *** Audio - The openal32 dll is now implemented, as a wrapper around the Unix OpenAL library. - There is now an initial implementation of the mmdevapi dll (part of the new Vista sound architecture), using OpenAL for sound I/O. - The msgsm32.acm GSM codec is now supported. - The ALSA sound driver now works better with PulseAudio's ALSA emulation. - Digital playback of audio CDs is now supported. *** Internet and networking - The HTTP protocol implementation has seen many improvements, in particular better handling of prox...
2012 Oct 12
0
Wine release 1.5.15
...pply() never fails. wined3d: Implement WINED3DSIH_AND in the GLSL shader backend. d3d10: Handle blend state in d3d10_effect_object_apply(). d3d10: Implement d3d10_effect_sampler_variable_GetSampler(). wined3d: wined3d_surface_set_palette() never fails. wined3d: Fix the SM3 int and bool vs constant limits. wined3d: Remove unused wined3d_shader_limits fields. wined3d: Implement WINED3DSIH_BREAKP in the GLSL shader backend. wined3d: Implement WINED3DSIH_DIV in the GLSL shader backend. wined3d: Implement WINED3DSIH_IADD in the GLSL shader backend....
2011 Jun 24
0
Wine release 1.3.23
...ate_surface(). wined3d: Don't clear the alloc flags in wined3d_surface_set_format(). wined3d: Fix source rectangle validation in wined3d_device_update_surface(). d3d9/tests: Add some tests for IDirect3DDevice9::UpdateSurface(). wined3d: Require ARB_shader_texture_lod for SM3. wined3d: Only invert viewport y for onscreen destinations in surface_depth_blt(). wined3d: Check the correct debug class in checkGLcall. wined3d: Use surface_load_location() instead of surface_internal_preload() in wined3d_device_update_surface(). wined3d: Only load the sur...
2009 Jun 05
0
Wine release 1.1.23
...Pass a proper format desc to resource_init() in IWineD3DDeviceImpl_CreateBuffer(). wined3d: Split the info log into separate lines. wined3d: Add the output signature to IWineD3DDevice_CreateVertexShader(). d3d10core: Implement ID3D10Device::CreateVertexShader(). wined3d: Use SM3 shader limits for SM4. wined3d: Make "packed_input" a bitmap. wined3d: Use the "input_registers" bitmap for vertex shader attributes as well. wined3d: Make "packed_output" a bitmap. wined3d: Use a separate structure for vertex shader attributes....