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0
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Triangular cavities in 3D simplex noise [closed]
I have been implementing a 3D simplex noise and there are triangular cavities poping up periodically (showed in the picture1). And when I visualized the noise as SDF in raymarching, the cavities ...
Advice
1
vote
2
replies
59
views
Is optimization done at graphics pipeline creation time between stages?
The reason I'm asking this question is because I have cases in a vertex shader where I have:
layout (location = 0) out float3 outEyeSpacePosition;
layout (location = 1) out float2 out_tex_coords;
And ...
1
vote
1
answer
83
views
Are Vulkan validation layers injected even if they're not enabled on the Vulkan instance?
I discovered something rather surprising to me regarding the Vulkan validation layer that's used for error reporting and debugging. Usually in a debug build I will set the ...
0
votes
0
answers
81
views
Android logcat spam: TransactionCallbackInvoker writeReleaseFence failed. error 32 (Broken pipe) every frame in SurfaceView
I get this log continuously (every render frame):
E/TransactionCallbackInvoker: [SurfaceView(...)(BLAST)]
writeReleaseFence failed. error 32 (Broken pipe)
It comes from the system (SurfaceFlinger), ...
1
vote
0
answers
44
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Want to get rid of "jagged teeth" from DTS simulator made in matlab
So I made a program in matlab that numerically simulates a DTS system and its almost right but there's one detail that there's "jagged teeth" in the graphic diagram ( circled in blue ) ...
Advice
0
votes
0
replies
35
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Early Initialization of GPU, Weston, and Hypervisor Drivers with Deferred Systemd Services & modules
how to configure systemd to load essential graphics and virtualization modules early in the boot process, while deferring non-critical services & modules for manual activation later.
called gpu ...
2
votes
0
answers
66
views
How to render drop shadow like figma in Metal shader
I am new to Graphic programming and shaders and I am working on a Metal fragment shader that downscales a video frame by 20% and adds a soft drop shadow around it to create a depth effect. The shadow ...
0
votes
0
answers
54
views
Problems with fencing sporadic command buffer submission in Vulkan
I am invoking a compute shader, writing to it, then reading it to then write to disk.
According to renderdoc the image is properly generated. Additionally, when compiled in debug mode I get the right ...
3
votes
2
answers
107
views
What does a min filter do on the same mip level?
In a graphics API like Vulkan, you have VkFilter, which can be NEAREST or LINEAR. Leaving aside the mipmap filtering, which is another thing altogether, I'm trying to understand what the point of the ...
-2
votes
1
answer
144
views
DirectX debug layer dll version mismatch
I was learning directx by https://github.com/d3dcoder/d3d12book, and at one point, it suddenly started not working in Debug mode like this.
So I asked github copilot and he said that the problem was ...
1
vote
1
answer
111
views
Non-uniform access by indexing vs non-uniform access from a switch case or if-else statement
This question is supposed to be in the most general sense possible, this is because I'm using the Slang shading language to apply potentially to multiple graphics APIs.
In OpenGL and Vulkan the ...
2
votes
1
answer
68
views
Are storage buffers bounds-checked by default?
I found a comment on Reddit saying:
SSBO accesses are bound checked at runtime by the shader to prevent
segmentation faults (which is why the descriptor of a SSBO is a
pointer and size). I think this ...
1
vote
0
answers
139
views
Why does mouse look feel jittery in winit + wgpu despite smooth frame rendering?
Code
In the event loop, this arm handles mouse motion with the MouseMotion device event:
Event::DeviceEvent {
event: DeviceEvent::MouseMotion { delta: (dx, dy) },
..
...
1
vote
0
answers
71
views
Render Texture Triangle From Vertexes and Uvs
I'm attempting to render out part of a spritesheet to a new standalone texture. I have the triangles, vertexes and uv coords of my sprite but my code only correctly renders the first triangle not the ...
0
votes
1
answer
94
views
Ray-Tracing: Sphere not showing up. Is the intersection correct?
I am currently doing a ray-tracer. For a start, sphere ray-casting only. When trying to rendering a scene with three spheres two rendered as expected. The third did not. In the image bellow, one can ...