BlogCategory: Optimization

Texel Shading

Game engines do most of their shading work per-pixel or per-fragment. But there is another alternative that has been popular in film for decades…

Using Vulkan® Device Memory

This post serves as a guide on how to best use the various Memory Heaps & Memory Types exposed in Vulkan on AMD drivers, starting with some high-level tips.

Fast Compaction with mbcnt

With shader extensions, we provide access to a much better tool to get compaction done: GCN provides a special op-code for compaction within a wavefront.

Getting the Most Out of Delta Color Compression

DCC is a domain-specific compression that tries to take advantage of data coherence. It’s lossless, and adapted for 3D rendering. The key idea is to process whole blocks instead of individual pixels.

Fetching From Cubes and Octahedrons

For GPU-side dynamically generated data structures which need 3D spherical mappings, two of the most useful mappings are cubemaps and octahedral maps. This post explores the overhead of both mappings.