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Questions tagged [buffers]

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1 vote
1 answer
154 views

Is it possible to read arbitrary data at arbitrary array offset in glsl?

TL;DR In a Vulkan / GLSL ray tracing program, I have several shader files, all accessing the same material buffer of arbitrary data. All materials have an arbitrary layout, e.g. one might be a float, ...
Tare's user avatar
  • 1,566
3 votes
1 answer
426 views

How does the Communication between Monitor and GPU work?

I know that this Topic is highly Hardware dependent, so i am asking for the case that a monitor is connected to a GPU or motherboard via. Displayport/HDMI I would like to know is how the monitor is ...
Schrottiy's user avatar
0 votes
0 answers
67 views

Starting from a basic glTF (such as a static sphere or plane) exported from Blender how can I add an animation manipulating its JSON?

I'm working on a glTF, precisely I'm trying to animate a "static" mesh exported from Blender directly acting on its JSON. In doing so, I'm following the logic used in this tutorial , where a ...
Ludovico's user avatar
0 votes
0 answers
341 views

Does RWStructuredBuffer have built-in overflow protection in hlsl?

It appears that reads to indices outside the range of a ComputeBuffer always return 0, and writes to out-of-range indices do not cause any exceptions or runtime errors. Is there built-in range-...
infosizzle's user avatar
4 votes
1 answer
183 views

What causes buffer access to be significantly slower in DXIL than SPIR-V?

I am currently experimenting with unbounded descriptor arrays and ultimately want to use bindless descriptors. I wrote a test application, that draws 100.000 simple object instances, where the ...
Carsten's user avatar
  • 141
1 vote
1 answer
520 views

What does it mean for a buffer to be "tightly packed"?

I keep running into this phrase when reading specs and tutorials, but I have no idea what "tightly packed" is supposed to mean. Is it simply the opposite of an interleaved buffer? I.e. all ...
Jespertheend's user avatar
1 vote
1 answer
68 views

Is fragment shader run on fragments that are outside of rasterized geometry?

In deferred rendering, I first write world position to G-Buffer, and then in shading part, I want to use that information to reproject in the previous frame and then write the final color. However, ...
Toothery's user avatar
5 votes
1 answer
2k views

Binding vs bindless

I was trying to understand what exactly is 'binding'. I found an answer on quora on this. From this, binding basically sounds like sending data from to GPU with help from CPU. I got to know more about ...
Abhineet Pandey's user avatar
2 votes
2 answers
705 views

What does the z-buffer look like in memory?

I am an amateur game developer, and I've been reading a lot on how computer graphics rendering works lately. I was reading on the Z-buffer recently and I can't quite seem to be able to wrap my head ...
Carmo's user avatar
  • 23
0 votes
1 answer
1k views

fastest way to "read only" from buffer

First of all I have a struct which looks like the following: ...
Thomas's user avatar
  • 1,297
2 votes
1 answer
3k views

Using buffers correctly in OpenGL compute shaders

I'm re-writing an algorithm that I first wrote using matrix/vector operation into OpenGL kernels in order to try to maximiz the performances. I have a basic knowledge of OpenGL, so I was able to get ...
04348's user avatar
  • 23
2 votes
1 answer
232 views

Can the framebuffer in OpenGL jargon or its color buffer end up being the one and the same memory location as the one scanned by a display controller?

My understanding is: the 'framebuffer' in OpenGL is a collection of buffers: many (due to swapping or stereo rendering) color buffers, (only one?) z-buffer and (only one?) stencil buffer; each OpenGL ...
user1624691's user avatar
1 vote
1 answer
524 views

How do you loop through the contents of a buffer in DX11?

Okay, so I'm currently using the IAGetVertexBuffers() method and I'd like to loop through some of the returned buffers to verify the contents. However, I'm kind of new to DirectX and C++ in general. I ...
junfanbl's user avatar
  • 113
2 votes
1 answer
2k views

Sharing memory between compute shader and pixel shader

I am relatively new to compute shaders and gpgpu in general so bear with me if i am missing the point somewhere. The main thing i do not yet understand / see is how to get memory from a compute ...
AverageGatsby's user avatar
2 votes
1 answer
1k views

In what scenarios and how does GL_ARB_buffer_storage help performance?

The Dolphin emulator for GameCube/Wii has the ability to use the ARB_buffer_storage (or EXT_buffer_storage for GLES) to improve rendering performance. From the extension's description, a GPU driver ...
jdonald's user avatar
  • 127

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