Texture block compression is a critical component of real-time rendering. Reducing the size of textures saves download time, disk space, memory, and GPU bandwidth. With a few exceptions (pixel art, some UI elements), it’s a reasonable expectation that all textures should be compressed to maximize these benefits. It’s ...
Overview A hierarchical depth buffer is a multi-level depth (Z) buffer used as an acceleration structure for depth queries. As with normal texture mip chains, the dimensions of each level are generally successive power-of-2 fractions of the full-resolution buffer’s dimensions. In this article I present two techniques for ...
Intro GPUs are complex beasts - and certainly more mysterious in some ways than CPUs which come with ample amounts of documentation and manuals. Aspiring graphics programmers (too insignificant to have a devrel contact to give insight) are sometimes left to scrounge old GDC presentations on performance tips, with very little ...
The second post in this series on mesh shaders covers best practices for writing mesh and amplification shaders, as well as how to use the AMD Radeon™ Developer Tool Suite to profile and optimize mesh shaders.
Overall Approach Setting Up The Print Buffer The “Magic” Debug Info Buffer Dealing With The String Problem A Cursed Path Packing It All Into A Buffer Reading Back On The CPU Going Beyond Printf CR LF Unless you’re fortunate enough to to be working exclusively in Cuda, debugging GPU shaders is still very much “not ...
An Introduction To BCn Texture Compression, Part 1: BC4 | Devfault v2 ( acefanatic02.github.io )
Texture block compression is a critical component of real-time rendering. Reducing the size of textures saves download time, disk space, memory, and GPU bandwidth. With a few exceptions (pixel art, some UI elements), it’s a reasonable expectation that all textures should be compressed to maximize these benefits. It’s ...
Hierarchical Depth Buffers ( miketuritzin.com )
Overview A hierarchical depth buffer is a multi-level depth (Z) buffer used as an acceleration structure for depth queries. As with normal texture mip chains, the dimensions of each level are generally successive power-of-2 fractions of the full-resolution buffer’s dimensions. In this article I present two techniques for ...
Making an AMDGPU debugger part IV - Grand finale ( martty.github.io )
Intro
Making an AMDGPU debugger part III - Trap handler ( martty.github.io )
Intro
Making an AMDGPU debugger part II - The Devk ( martty.github.io )
Intro
Making an AMDGPU debugger part I - The Plan ( martty.github.io )
Intro GPUs are complex beasts - and certainly more mysterious in some ways than CPUs which come with ample amounts of documentation and manuals. Aspiring graphics programmers (too insignificant to have a devrel contact to give insight) are sometimes left to scrounge old GDC presentations on performance tips, with very little ...
Reprojection in a Ray Tracer ( jacco.ompf2.com )
Modernizing Granite’s mesh rendering ( themaister.net )
Optimization and best practices - Mesh shaders on RDNA™ graphics cards ( gpuopen.com )
The second post in this series on mesh shaders covers best practices for writing mesh and amplification shaders, as well as how to use the AMD Radeon™ Developer Tool Suite to profile and optimize mesh shaders.
Shader Printf in HLSL and DX12 ( therealmjp.github.io )
Overall Approach Setting Up The Print Buffer The “Magic” Debug Info Buffer Dealing With The String Problem A Cursed Path Packing It All Into A Buffer Reading Back On The CPU Going Beyond Printf CR LF Unless you’re fortunate enough to to be working exclusively in Cuda, debugging GPU shaders is still very much “not ...