Here is a simple fragment shader with uniform buffers:
const std = @import("std");
const gpu = std.gpu;
const UBO = extern struct {
object_color: @Vector(4, f32),
light_color: @Vector(4, f32),In a GPU-driven renderer, "work expansion" is a commonly occurring problem. "Work Expansion" means that a single item of work spawns N following work items. Typically one work item will be executed by one shader thread/invocation.
An example for work expansion is gpu driven meshlet culling following mesh culling.
In this example a "work item" is culling a mesh, where each mesh cull work item spawns N following meshlet cull work items.
There are many diverse cases of this problem and many solutions. Some are trivial to solve, for example, when N (how many work items are spawned) is fixed.
| // Copyright (c) 2023 Tomasz Stachowiak | |
| // | |
| // This contribution is dual licensed under EITHER OF | |
| // | |
| // Apache License, Version 2.0, (http://www.apache.org/licenses/LICENSE-2.0) | |
| // MIT license (http://opensource.org/licenses/MIT) | |
| // | |
| // at your option. | |
| #include "/inc/frame_constants.hlsl" |
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
| // The following code allows an app to report Crashlytics crashes separately | |
| // for release and debug buildTypes when using Gradle. This code should be inserted | |
| // into the specified locations within your build.gradle (Module:app) file | |
| // The buildTypes { } block should be inserted inside the android { } block | |
| buildTypes { | |
| release { | |
| minifyEnabled false | |
| proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro' | |
| ext.crashlyticsApiSecret = "release api secret" |
| git config --global core.editor "'c:/program files/sublime text 2/sublime_text.exe' -w" |
| using CORE.Kernel.ExtensionMethods; | |
| using CORE.Models; | |
| using ServiceStack.Common; | |
| using ServiceStack.Common.Web; | |
| using ServiceStack.FluentValidation; | |
| using ServiceStack.ServiceHost; | |
| using ServiceStack.ServiceInterface; | |
| using ServiceStack.ServiceInterface.Auth; | |
| using ServiceStack.ServiceInterface.ServiceModel; | |
| using ServiceStack.ServiceInterface.Validation; |
| #BECOME SUPER USER# | |
| sudo -i | |
| #add sublime to repository# | |
| add-apt-repository ppa:webupd8team/sublime-text-2 | |
| #update# |
| var child_process = require('child_process'), | |
| sys = require('sys'), | |
| http = require('http'), | |
| parse = require('url').parse, | |
| fs = require('fs'); | |
| var spawn = child_process.spawn; | |
| var exec = child_process.exec; | |