AMD GCN ISA: a first dive

Mar 10, 2019 - 13 minutes
You want to learn more about GCN but where to start? Where to start I always liked optimizing and disassembling code. When trying to do that on GPU, the result is mixed. It is often hard to do because the information is simply not available (on PC) and you can’t really see the machine code easily. That is more or less true depending on the API you are using, you can for example see CUDA disassembly but you don’t have the ISA to understand the instructions and/or arguments/registers. Read more ...

Game engine resource compiler architecture.

Jan 12, 2019 - 5 minutes
Planning the architecture for my first game engine resource compiler The ugly model loader If you are not interested in how I ended up with a crappy model loader, jump to the resource compiler section. Since I started working with OpenGL, almost five years ago, I wrote a super simple and ugly model obj loader. The main issue was that tinyobj loader would give me back multiple index buffers, one per geometry attribute. Read more ...

Hair expansion in Vertex Shader

Nov 5, 2018 - 8 minutes
How would you go and expand your hair segment into polygons you can shade? Geometry Shader? Vertex Shader? Introduction The other day I was talking with a friend who was trying to make grass shader, he was going about it by using a geometry shader. Although a geometry shader is a really appealing solution, it might not be the fastest one. Why not geometry shader? Warning, what I am about to say is mostly what I gathered from the industry, my experience with geometry shader is near to not existent, the only geometry shader I ever implemented was the Nvidia solid wireframe shader . Read more ...