The resource is stored in memory only accessible to the GPU. In iOS and tvOS, the resource is stored in system memory. In macOS, the resource is stored in video memory. http://metalkit.org/2017/04/30/working-with-memory-in-metal.html // Create a vertex buffer by allocating storage that can be read by the GPU _vertexBuffer = [_device newBufferWithLength:vertexData.length options:MTLResourceStorag..
GPU Open의 결과는 이상하게도 더 느리게 나왔다; http://www.conffx.com/Visibility_Buffer_GDCE.pdf 에서는, Compute-based triangle filtering comes at a cost Adding re-usage of triangle filtered data - Frame pseudocode [CPU] Early discard geometry not visible from any view using cluster culling [CS] Generate N index and N multi draw indirect buffers using triangle filtering testing against the N views (one triangle per..
https://news.developer.nvidia.com/announcing-physx-sdk-4-0-an-open-source-physics-engine/ 파라매터 수정 필요 https://qiita.com/hiraokusky/items/666f74559989e548adbf https://github.com/tenonno/MMD/blob/master/PhysX.hpp Unity MMD 쪽 보면 도움된다네 빌드는 쉽게되는데; 예제는 빈약 / 대신 디버거 지원;
인텔쪽인데 먼가 좋은 코드 많다 https://software.intel.com/en-us/articles/using-vulkan-graphics-api-to-render-a-cloud-of-animated-particles-in-stardust-application Each worker thread records one command buffer that includes a subset of all draw calls and other commands. After all worker threads complete, the main thread submits all of the command buffers with one API call VkSubmitInfo submit_info; submit_info..
mesh shader와 같이 이미고려된 구조가 아니면 index buffer 없으면 렌더 시간이 2배정도 느려짐; // encode meshlet_index with basevertarb uint meshlet_index = gl_BaseVertexARB; uint index = gl_VertexIndex - gl_BaseVertexARB; uint vertex_index = uint(meshletdatas[meshlet_index].indices[index]); uint vertex_id = meshletdatas[meshlet_index].vertices[vertex_index]; uint global_vertex_id = draw.vertex_offset + vertex_id; meshlet 구조를..
Compute 에서 mesh > meshlet command 를 시도하니 딜레이가 엄청 늘었다; Confetti에서는 cpu 로 하네; // Perform CPU-based cluster culling before adding the cluster for GPU filtering if (cullCluster(cluster, gPerFrame[frameIdx].gEyeObjectSpace)) CPU 다 안들리고 빠르게 어떻게 하는지 모르겠다;
속도 진짜 안붙네; 이젠 막히면 해매지 말고 바로 벽에 말을 걸어서 정신 차리자 Date: 4 hours ago - Dy 7: Flicking issue Date: 5 hours ago - Day 7: Fix hardcorded index_count Date: 5 hours ago Date: 6 hours ago - Day 7: It's terribly hard to check alignment issue Date: 9 hours ago - Day 7: Add support matrix type to spirv-reflect parser 맨 마지막 3시간이 alignment 이슈로 소스 바꾸고 테스트 하고 밥먹는데 날라갔고 중간에 1시간 정도 보였다 안보였다하는걸 draw order 문제로 잘못판..
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