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Monday, August 29, 2016

some links

Normal compression with SFM: better quality and faster decode than octahedral mapping, which is what I am currently using. Here is shadertoy link to an IQ's.

D3d11 Extentions:  I need barycentric coords. AMD has a d3d11 extension for it. For Nvidia a geometry shader is required, but it looks like they have a nvAPI fast geometry shader that might work.

AMD Polaris: The reduced cost for small triangles is what most interests me here

GPUOpen: ATI open source with hair, shadows, gpu compute etc

Screen Space Reflections: implementation details

C survey: undefined behavior yadda yadda

compilers blog

math stuff

LZSSE: faster decompression than lz4

small lz4 -- smaller lz4 compatible files

corner wang tiles

fractal stuff

hg_sdf + puoet

povray: list of shapes supported has some interesting shapes

custom vertex fetch: see sebbbi's post. You can manually fetch vertex data instead of relying on fixed function. Can use this to encode extra bits of data into any unused bits in your indices.  Runs well on AMD, but appears to perform very poorly on Nvidia.

Timing from Turanszkji's post:

GPU     Method        ShadowPass    ZPrepass   OpaquePass   All GPU
NVidia GTX 960  InputLayout       4.52 ms     0.37 ms    6.12 ms    15.68 ms
NVidia GTX 960  CustomFetch (typed buffer)   18.89 ms    1.31 ms    8.68 ms    33.58 ms
NVidia GTX 960  CustomFetch (RAW buffer 1)   18.29 ms    1.35 ms    8.62 ms    33.03 ms
NVidia GTX 960  CustomFetch (RAW buffer 2)   18.42 ms    1.32 ms    8.61 ms    33.18 ms
AMD RX 470   InputLayout       7.43 ms     0.29 ms    3.06 ms    14.01 ms
AMD RX 470   CustomFetch (typed buffer)   7.41 ms     0.31 ms    3.12 ms    14.08 ms
AMD RX 470   CustomFetch (RAW buffer 1)   7.50 ms     0.29 ms    3.07 ms    14.09 ms
AMD RX 470   CustomFetch (RAW buffer 2)   7.56 ms     0.28 ms    3.09 ms    14.15 ms

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