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www.collabora.com
| | therealmjp.github.io
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| | Pictured above: Paul Atreides visualizing his full tree of shader permutations and regretting his decisions If you've read the previous article then you hopefully have a decent understanding of how shader permutations ended up being such a common issue. The good news is that there is some hope for the future: if we look across recent game releases as well as the features available in the latest GPUs and APIs, we do see some promising avenues for digging ourselves out of our self-imposed avalanche of compiled bytecode.
| | kusma.xyz
0.7 parsecs away

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| | For the last few months, we have been working on two exciting new projects at Collabora, and it's finally time to share some information about them with the world: We are partnering with Microsoft DirectX engineers to build OpenCL and OpenGL mapping layers, in order to bring OpenCL 1.2 and OpenGL 3.3 support to all Windows and DirectX 12 enabled devices out there!
| | www.gfxstrand.net
2.1 parsecs away

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| | [AI summary] The post discusses the complexities and challenges of descriptor sets in graphics APIs like Vulkan and D3D12, focusing on hardware differences and the trade-offs between various descriptor binding methods.
| | everttimberg.io
22.3 parsecs away

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| Evert Timberg, Software developer and architect in Toronto