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rosenzweig.io | ||
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bryananthonio.com
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| | | | | Sharing key insights on how computers work, from logic gates and binary arithmetic to assembly languages. | |
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zamundaaa.github.io
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| | | | | This year there was another "Display Next Hackfest", this time thanks to AMD organizing and hosting the event at their office in Markham, Toronto. Just like the last hackfests, there were other compositor developers and driver developers present, but in addition we had the color experts Charles Poynton and Keith Lee to pester with questions, which was very useful. In general, the event was very productive. | |
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timur.hu
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| | | | | Mesh and task shaders (amplification shaders in D3D jargon) are a new way to process geometry in 3D applications. First proposed by NVidia in 2018 and initially available in the "Turing" series, they are now supported on RDNA2 GPUs and are part of the D3D12 API. There is also an extension in Vulkan (and a vendor-specific one in OpenGL). This post is about what mesh shadig is and next time I'm going to talk about how mesh/task shaders are implemented on the driver side. | |
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paul.bone.id.au
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| | | In this article we take a look at how the operands of x86 instructions are encoded. | ||