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转载 wavefronts
https://www.g-truc.net/post-0597.htmlhttps://michaldrobot.com/2014/04/01/gcn-execution-patterns-in-full-screen-passes/https://fgiesen.wordpress.com/2011/07/10/a-trip-through-the-graphics-pipe...
2019-09-24 10:42:00
436
转载 opengles reference card
https://www.khronos.org/files/opengles31-quick-reference-card.pdfhttps://www.khronos.org/opengles/sdk/docs/reference_cards/OpenGL-ES-2_0-Reference-card.pdf转载于:https://www.cnblogs.com/mingg...
2019-09-24 10:12:00
239
转载 GLSLPROGRAM METALPROGRAM unity
https://docs.unity3d.com/Manual/SL-GLSLShaderPrograms.htmlunity里面可以直接写原生的shader用相应的宏包起来CGPROGRAMGLSLPROGRAMHLSLPROGRAMMETALPROGRAM ENDCG ENDGLSL ENDHLSL ENDMETAL转载于:https://www.c...
2019-09-05 12:02:00
283
转载 unity vulkan snapdragon profiler
your device does not match the hardware requirements of this application遇到上面那个warning跟了下 是vulkan create instance的时候返回了VK_ERROR_LAYER_NOT_PRESENT就是layer.so没找到我就很confusing奇怪的是 挂了s...
2019-09-04 12:03:00
2391
转载 ASTC on Android
kGL_KHR_texture_compression_astc_ldrkWEBGL_compressed_texture_astc_ldrKHR_texture_compression_astc_ldrKHR_texture_compression_astc_hdr 浮点精度OES_texture_compression_astcadreno扩展支持...
2019-09-02 17:55:00
859
转载 adreno的tbdr
看完apple的(&&powervr)再来撸高通的。。FlexRender能自己选三种模式DirectBinning 这个只是分块HWVizBinning 这个估计就是tbdr后两个是indirect23会有 不该出现的loadunity引擎用clear能去掉测了RenderBufferLoad.action(ogl...
2019-09-02 16:39:00
297
转载 GPU driven pipeline in metal
https://developer.apple.com/documentation/metal/dynamic_terrain_with_argument_buffers?language=objc这个是代码https://developer.apple.com/videos/play/wwdc2019/601/视频和ppt转载于:htt...
2019-08-29 14:22:00
429
转载 glRenderbufferStorageMultisample
https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glRenderbufferStorage.xhtmlhttps://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glRenderbufferStorageMultisample.xhtmlglRend...
2019-08-22 11:26:00
701
转载 DX12 开debuggerlayer
https://social.technet.microsoft.com/Forums/azure/en-US/ef10f8eb-fee0-4cde-bb01-52d1db2ea347/win10-1709-add-feature-fails-with-error-0x800f0954?forum=win10itprogeneralhttps://docs.microsoft.com...
2019-08-19 17:01:00
511
转载 GPU Debugger
https://gpuopen.com/presentations/2019/digital-dragons-2019-make-your-game-friendly.pdfhttps://graphics.stanford.edu/~mdfisher/GPUView.htmlhttps://gpuopen.com/gaming-product/radeon-gpu-profil...
2019-08-19 15:14:00
194
转载 MNPR--造福人类的人值得被感激
https://artineering.io/research/MNPR/https://mnpr.artineering.iohttps://pdfs.semanticscholar.org/061e/2ab1069505c8fac1eb79c3fced0a3913d4d3.pdfhttps://dr.ntu.edu.sg/bitstream/handle/10220/40...
2019-08-07 14:56:00
213
转载 不同显卡对mrt 的支持
ios bits限制大概512bits 低端256bitsmali 也是bits限制 2017年Mali-T760 128bitsadrenoandroid显卡4 肯定可以 因为deferred 里面 shadowmask放第五张这样有些机型不支持 我记得unity里面有判断的UNITY_ALLOWED_MRT_COUNT它是這樣定義的#if (defined(...
2019-08-05 15:50:00
647
转载 mali gpu debugger
https://community.arm.com/developer/tools-software/graphics/b/blog/posts/accelerating-mali-gpu-analysis-using-arm-mobile-studio?_ga=2.63595119.1707627554.1563937012-2006915827.1543458513数据很全很开心...
2019-07-31 11:47:00
413
转载 TBDR下msaa 在metal vulkan和ogles的解决方案
https://developer.arm.com/solutions/graphics/developer-guides/understanding-render-passes/multi-sample-anti-aliasingmsaa在local mem上做很省但是 带宽不处理多出8x 对于4xmsaa计算如下处理前pythonbytesPerFrame4x ...
2019-07-24 19:00:00
775
转载 Load store action in vulkan & ogles 的解决方案
metal的带宽之前的blog有讲这篇主要是vulkan 和ogles的解决方案https://www.khronos.org/registry/vulkan/specs/1.1-extensions/man/html/VkAttachmentDescription.htmltypedef struct VkAttachmentDescription { VkAtt...
2019-07-24 10:48:00
395
转载 metal sample code
https://developer.apple.com/metal/sample-code/又被我发现了个宝贝转载于:https://www.cnblogs.com/minggoddess/p/11212449.html
2019-07-19 11:59:00
87
转载 NativeRenderingPlugin IOS
https://bitbucket.org/Unity-Technologies/graphicsdemos/src/77f014c12161e5c25d902e2c5697dd0c45ce3e35/NativeRenderingPlugin/https://twitter.com/uzkt/status/1018065438184390656https://bitbucket....
2019-07-19 11:07:00
280
转载 unity里framebuffer fetch相关问题
https://docs.unity3d.com/Manual/SL-PlatformDifferences.html开了framebuffer fetch如果你再在里面sample 那张rt (srv 也是rtv) (这边的流程 我猜在wait它写到 framebuffer上 再 tex fetch?会有很高的wait的时间如果不sample直接用 性能提升好几倍。。。...
2019-07-18 10:58:00
1827
转载 iphone bandwidth
iPhone 8, 8 Plus, X peak throughput of ~24GBsiPhone XS, XS Max, XR peak throughput of ~34GBs在iphone x xr上做到30M/framewhich is under 1GBs/s温度会得到很好的控制▪Vertex load▪ Varyings▪ Textures...
2019-07-15 11:15:00
96
转载 deferred shading , tile deferred, cluster forward 对tranparent支持问题的思考
cluster对 trans的支持我大概理解了http://efficientshading.com/wp-content/uploads/tiled_shading_siggraph_2012.pdfdeferred 对trans的光照是不太友好 所以一般都是在base pass后面在用forward 做一遍trans也可以在这里用oit所以tile deferr...
2019-07-09 11:32:00
270
转载 metal2 里 programmable blending 和image block的区别 语法以及persistent thread group的语法...
programmable blending刚接触这个概念的时候 挺激动的 因为能解决很多管线里面的问题 比如切一次rt再切回来为了做read write same rt有了这个 就不用切啦 可以在一个pass里 read write同一块rt啦还能解决画了opque 切出去做后处理 再切回来画transparent 本质上不用pb无法用一个pass解决还是因为这里为...
2019-07-08 11:22:00
344
转载 metal docs--Synchronization&memory management
https://developer.apple.com/documentation/metal/heaps/image_filter_graph_with_heaps_and_fences?language=objchttps://developer.apple.com/documentation/metal/reducing_the_memory_footprint_of_meta...
2019-06-26 18:33:00
78
转载 linear 工作流
最近把 最后一张画ui的rt 从float换成srgb并没有引起我预计会有的 alpha混合结果发生变化的事情我想是因为1.artists在ps里的工作流是线性空间2.onchip memory一直都是32bits 和framebuffer 精度无关所以不用srgb虽然会失去暗部细节 但这东西很稳 可以保证ps和游戏里复杂的混合结果一直 比如ps里用了bloom然...
2019-06-26 12:27:00
90
转载 texture2dArray
https://medium.com/@calebfaith/how-to-use-texture-arrays-in-unity-a830ae04c98bhttp://cdn.imgtec.com/sdk-documentation/PowerVR.Performance+Recommendations.pdfhttp://cdn.imgtec.com/sdk-document...
2019-06-20 17:18:00
404
转载 metal feature and specification
https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf宝贝https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf转载于:https://www.cnblogs.com/minggoddess/p/10857587....
2019-06-20 17:11:00
103
转载 ao的mobile解决方案
http://aicdg.com/ue4-msaa-depth/http://aicdg.com/vulkan-mass-shader-resolve/ao两篇paper分bake和realtime两部分s2016_pbs_activision_occlusion(有GTAO).pdf【2016年GTAO(Ground True Ambient Occlusi...
2019-06-20 17:10:00
384
转载 unreal 抓mobile 管线
把renderdoc挂到生成的exe上用命令行“路径\xx.uproject” scenename -game -FeatureLevelES31 -windowed -resx=1920 -resy=1080这样能看到unreal上层管线按照mobile走的样子但rhi那层走 pc转载于:https://www.cnblogs.com/minggoddess/...
2019-06-20 17:10:00
204
转载 Load store and memoryless
metalhttps://developer.apple.com/library/archive/documentation/3DDrawing/Conceptual/MTLBestPracticesGuide/LoadandStoreActions.htmlhttps://docs.unity3d.com/ScriptReference/Rendering.RenderBuf...
2019-06-18 14:05:00
679
转载 metal cmd执行时间
https://developer.apple.com/library/archive/documentation/3DDrawing/Conceptual/MTLBestPracticesGuide/CommandBuffers.html#//apple_ref/doc/uid/TP40016642-CH29-SW1他这里说cmd要尽可能少encoder能合并的要合到一起这...
2019-06-17 17:04:00
62
转载 programble blending --frame buffer fetch
https://developer.arm.com/-/media/Files/pdf/graphics-and-multimedia/Efficient%20Rendering%20with%20Tile%20Local%20Storage.pdf?revision=055f4bd5-2be0-4540-ac91-b34ae28701ef转载于:https://www.cnb...
2019-06-17 10:59:00
162
转载 PLS做soft particle
这个pixel local storageframe fetch可以一个pass做出soft particle/deferred lighting/soft edge waterprogramble blending中间的东西在tile上https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_shader_...
2019-05-30 17:11:00
183
转载 查询ogl 扩展
https://opengles.gpuinfo.org/转载于:https://www.cnblogs.com/minggoddess/p/10902660.html
2019-05-21 21:51:00
82
转载 five rendering ideas 里获取csm的 shadow边界做 pcf
http://advances.realtimerendering.com/s2011/White,%20BarreBrisebois-%20Rendering%20in%20BF3%20(Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course).pdf很多年前我看了这篇slides想做shadow那个...
2019-05-21 16:49:00
81
转载 对bloom的理解 及优化
varying uv放到vs讲下bloom的细节上图这种做法 temporally stable box filteringup 的时候 需要filter上述upscale有两张srv down时候 same size 的 和up时的上一次的rtv(half)混合的时候加这个是四个一组的13taps按颜色四个一组 不同weight 混合...
2019-05-21 11:12:00
435
转载 tbdr+mrt
有关mrt的在tbdr的架构下的内存排布system memory肯定是dither 我对这里把握比较大rt0 rgba8 rt1 r8这样像素排列是rgba8r8rgba8r8rgba8r8.......在tile上我倾向也是这么排的所以如果rt多了 也会像msaa一样 增加tile数量但是这个事情有个上限 比如powervr sgx5 是256bits(大概)...
2019-05-20 21:14:00
101
转载 updatedepthtexture 和 screen space shadow 开关
2018.0.3f里面directional light开了shadow 就会有一张updatedepth如果距离远 没有阴影就没有shadow pass 但是updatedepth没有关掉 管线后面也没有对这张depth tex的引用如果距离在实时阴影产生范围之内 会用screen space shadowupdatedepth就是给screen space shad...
2019-05-10 18:54:00
489
转载 order-independent transparency & programmable blending
Yang, McKee - OIT and Indirect Shadows(SIGGRAPH 2010 Advanced RealTime Rendering Course).pptx最近又发现了好东西mark注意画圈的地方 向前的指针 所以只存链表尾部节点到 pixel就可以 比如用5覆盖3 通过node buffer的指针可以找回去转载于:https://...
2019-05-07 17:34:00
156
转载 Depth of field --Circle of confusion 推导
https://en.wikipedia.org/wiki/Circle_of_confusionhttps://developer.download.nvidia.com/books/HTML/gpugems/gpugems_ch23.html(1)F是焦距 P是对焦距离I是成像位置因为F是固定的 P可以通过调节I来确定 就是说移动film位置可以改变对焦位置P( ...
2019-04-24 10:45:00
349
转载 Terrain tessellation &&Threaded Rendering Vk
https://github.com/NVIDIAGameWorks/GraphicsSamples/tree/master/samples/es3aep-kepler/TerrainTessellationhttps://developer.nvidia.com/sites/default/files/akamai/gamedev/files/sdk/11/TerrainTesse...
2019-04-10 15:14:00
139
转载 unity forward renderer的 base pass rt设置
一般他都是用RenderTexture::SetActive()来设置rt但是 forward path 的opaque我跟了好久找不到这个setactive在dorender之前有setupRender 但是dorender里面有shadowpass的时候 rt就会被设置为 shadowmap啊我跟到 startrenderjob里面 batch render了 也...
2019-04-02 16:16:00
737
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