 
      
    | You are here | www.jendrikillner.com | ||
| | | | | betterdev.blog | |
| | | | | Nerd games, degrading quality of the Google search results, Public Money Public Code petition, and more. | |
| | | | | erikmcclure.com | |
| | | | | About two months ago, I got a new laptop and proceeded to load all my projects on it. Despite compiling everything fine, my graphics engine that used DirectX mysteriously crashed upon running. I immediately suspected either a configuration issue or a driver issue, but this seemed weird because my laptop had a newer graphics card than my desktop. Why was it crashing on newer hardware? Things got even more bizarre once I narrowed down the issue - it was in my shader assignment code, which hadn't been touched in almost 2 years. | |
| | | | | timur.hu | |
| | | | | Previously, I gave you an introduction to mesh/task shaders and wrote up some details about how mesh shaders are implemented in the driver. But I left out the important details of how task shaders (aka. amplification shaders) work in the driver. In this post, I aim to give you some details about how task shaders work under the hood. Like before, this is based on my experience implementing task shaders in RADV and all details are already public information. | |
| | | | | jamie-wong.com | |
| | | One of the techniques used in many demo scenes is called ray marching. This algorithm, used in combination with a special kind of function called | ||