Cauldron
DirectXMath
Cauldron | DirectXMath | |
---|---|---|
4 | 13 | |
876 | 1,481 | |
1.3% | 0.3% | |
0.0 | 6.6 | |
about 2 months ago | about 1 month ago | |
C++ | C++ | |
MIT License | MIT License |
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Cauldron
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Learning DirectX 12 in 2023
Cauldron is a 3D render engine framework that uses DirectX 12 or Vulkan as the backend. It was built by AMD for internal prototypes and projects. You use it like a static library and import it into your existing C++ app to use as a framework. It was built first using DirectX 12, then Vulkan support added later, so great project to analyze from that perspective.
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[PROJECT HELP] Adding HDR support to DXVK for Windows use
see this to support hdr in vk: https://github.com/GPUOpen-LibrariesAndSDKs/Cauldron/blob/d22060043138b38e3aa01f766227ee0bd4e4f83e/src/VK/base/FreeSyncHDR.cpp
- DLSS vs FSR Image Quality Comparison in Back 4 Blood
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Edge of Eternity Tech Q&A – Midgar CEO on AMD FSR vs NVIDIA DLSS, PS5 vs XSX and More
Hes saying the TAA in Cauldron preserves more details, which it doesn't. It has sharpening to perceptually reduce blur. It's open source and you can find it here: https://github.com/GPUOpen-LibrariesAndSDKs/Cauldron/tree/master/src
DirectXMath
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Vector math library benchmarks (C++)
For those unfamiliar, like I was, DXM is DirectXMath.
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Learning DirectX 12 in 2023
Alongside MiniEngine, you’ll want to look into the DirectX Toolkit. This is a set of utilities by Microsoft that simplify graphics and game development. It contains libraries like DirectXMesh for parsing and optimizing meshes for DX12, or DirectXMath which handles 3D math operations like the OpenGL library glm. It also has utilities for gamepad input or sprite fonts. You can see a list of the headers here to get an idea of the features. You’ll definitely want to include this in your project if you don’t want to think about a lot of these solved problems (and don’t have to worry about cross-platform support).
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Optimizing compilers reload vector constants needlessly
Bad news. For SIMD there are not cross-platform intrinsics. Intel intrinsics map directly to SSE/AVX instructions and ARM intrinsics map directly to NEON instructions.
For cross-platform, your best bet is probably https://github.com/VcDevel/std-simd
There's https://eigen.tuxfamily.org/index.php?title=Main_Page But, it's tremendously complicated for anything other than large-scale linear algebra.
And, there's https://github.com/microsoft/DirectXMath But, it has obvious biases :P
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MATHRIL - Custom math library for game programming
I am not in gamedev, but work with 3D graphics, we use DirectX 11, so DirectXMath was a natural choice, it is header only, it supports SIMD instructions (SSE, AVX, NEON etc.), it can even be used on Linux (has no dependence on Windows). It of course just one choice: https://github.com/Microsoft/DirectXMath.
- When i had to look up what a Quaternion is
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Eigen: A C++ template library for linear algebra
I never really used GLM, but Eigen was substantially slower than DirectXMath https://github.com/microsoft/DirectXMath for these things. Despite the name, 99% of that library is OS agnostic, only a few small pieces (like projection matrix formula) are specific to Direct3D. When enabled with corresponding macros, inline functions from that library normally compile into pretty efficient manually vectorized SSE, AVX or NEON code.
The only major issue, DirectXMath doesn’t support FP64 precision.
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maths - templated c++ linear algebra library with vector swizzling, intersection tests and useful functions for games and graphics dev... includes live webgl/wasm demo ?
If you’re the author, consider comparisons with the industry standards, glm and DirectXMath, which both ensure easy interoperability with the two graphics APIs.
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Algorithms for division: Using Newton's method
Good article, but note that if the hardware supports the division instruction, will be much faster than the described workarounds.
Personally, I recently did what’s written in 2 cases: FP32 division on ARMv7, and FP64 division on GPUs who don’t support that instruction.
For ARM CPUs, not only they have FRECPE, they also have FRECPS for the iteration step. An example there: https://github.com/microsoft/DirectXMath/blob/jan2021/Inc/Di...
For GPUs, Microsoft classified FP64 division as “extended double shader instruction” and the support is optional. However, GPUs are guaranteed to support FP32 division. The result of FP32 division provides an awesome starting point for Newton-Raphson refinement in FP64 precision.
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Use of BLAS vs direct SIMD for linear algebra library operations?
For graphics DX math is a very good library.
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Speeding Up `Atan2f` by 50x
I wonder how does it compare with Microsoft’s implementation, there: https://github.com/microsoft/DirectXMath/blob/jan2021/Inc/Di...
Based on the code your version is probably much faster. It would be interesting to compare precision still, MS uses 17-degree polynomial there.
What are some alternatives?
Xbox-GDK-Samples - Game development samples published by the Xbox Advanced Technology Group using the Microsoft GDK.
GLM - OpenGL Mathematics (GLM)
explode - An easy utility for responding with standard HTTP/JSON error payloads in Plug- and Phoenix-based applications
highway - Performance-portable, length-agnostic SIMD with runtime dispatch
dxvk - Vulkan-based implementation of D3D9, D3D10 and D3D11 for Linux / Wine
libjxl - JPEG XL image format reference implementation
DirectXShaderCompiler - This repo hosts the source for the DirectX Shader Compiler which is based on LLVM/Clang.
Fastor - A lightweight high performance tensor algebra framework for modern C++
uri_template - RFC 6570 compliant URI template processor for Elixir
glibc - GNU Libc
DirectXTex - DirectXTex texture processing library
Vc - SIMD Vector Classes for C++