VK-GL-CTS
stb
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VK-GL-CTS | stb | |
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17 | 164 | |
496 | 25,008 | |
1.0% | - | |
9.9 | 6.7 | |
4 days ago | 7 days ago | |
C++ | C | |
Apache License 2.0 | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
VK-GL-CTS
- What coin will pump in 2023?
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A770/A750 Performance in Minecraft Java?
Minecraft Java edition uses the OpenGL graphics engine, which was created by the Khronos Group. Vulkan was also created by them.
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I have a problemo
In the C++ standard, there is nothing. But if you are searching for something that can qualify as a standard, try the Khronos Group libs, here: https://www.khronos.org/
- Performance of GL_POINTS vs compute shader for 1x1 quads
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How the SYCL spec gets updated
The caretaker of the SYCL spec is Khronos a non-profit standards body that is home to several projects focused on graphics, machine learning, parallel computing, VR and visual computing. You will note that all these pieces work together to build frameworks. Some of the more visible ones that you might be familiar with are openGL and Vulkan.
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Discussion Thread
Why does the Khronos group have so many standards? Do they really need all this?
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Linux M1 GPU driver passes 99% of the dEQP-GLES2 compliance tests
It's more than that, it's the official conformance tests:
https://github.com/KhronosGroup/VK-GL-CTS/blob/main/external...
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Compressed Texture Converter/Writer
https://www.khronos.org/ is the open standards body in charge of OpenGL and Vulkan. They’re pretty far from being a big commercial product maker ;)
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Haptics Industry Forum and Khronos forge cooperative liaison to bring haptics to the Metaverse
The Haptics Industry Forum (HIF) and The Khronos® Group have entered into a cooperative liaison agreement to foster synergy between the two organizations to encourage the integration of advanced haptics functionality into the Khronos OpenXR™ open standard for portable augmented and virtual reality, to enable broad availability of haptics in the metaverse and beyond. This agreement enables HIF and Khronos to collaborate with a shared goal to enable broad, cross-platform access to next-generation haptic feedback in XR applications, enabling rich multisensory experiences to reach beyond 3D visuals for the eyes and spatial audio for the ears – and include expressive haptics for touch.
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Metaverse app allows kids into virtual strip clubs
The true metaverse concept (not rebranded private apps like roblox, vrchat, second life, decentraland or horizons) will be based on an open set of standards, which are still in development.
stb
- Lessons learned about how to make a header-file library (2013)
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Nebula is an open-source and free-to-use modern C++ game engine
Have you considered not using an engine at all, in favor of libraries? There are many amazing libraries I've used for game development - all in C/C++ - that you can piece together:
* General: [stb](https://github.com/nothings/stb)
- STB: Single-file public domain libraries for C/C++
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Writing a TrueType font renderer
Great to see more accessible references on font internals. I have dabbled on this a bit last year and managed to have a parser and render the points of a glyph's contour (I stopped before Bezier and shape filling stuff). I still have not considered hinting, so it's nice that it's covered. What helped me was an article from the Handmade Network [1] and the source of stb_truetype [2] (also used in Dear ImGUI).
[1] https://handmade.network/forums/articles/t/7330-implementing....
[2] https://github.com/nothings/stb/blob/master/stb_truetype.h
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Capturing the WebGPU Ecosystem
So I read through the materials on mesh shaders and work graphs and looked at sample code. These won't really work (see below). As I implied previously, it's best to research/discuss these sort of matters with professional graphics programmers who have experience actually using the technologies under consideration.
So for the sake of future web searchers who discover this thread: there are only two proven ways to efficiently draw thousands of unique textures of different sizes with a single draw call that are actually used by experienced graphics programmers in production code as of 2023.
Proven method #1: Pack these thousands of textures into a texture atlas.
Proven method #2: Use bindless resources, which is still fairly bleeding edge, and will require fallback to atlases if targeting the PC instead of only high end console (Xbox Series S|X...).
Mesh shaders by themselves won't work: These have similar texture access limitations to the old geometry/tessellation stage they improve upon. A limited, fixed number of textures still must be bound before each draw call (say, 16 or 32 textures, not 1000s), unless bindless resources are used. So mesh shaders must be used with an atlas or with bindless resources.
Work graphs by themselves won't work: This feature is bleeding edge shader model 6.8 whereas bindless resources are SM 6.6. (Xbox Series X|S might top out at SM 6.7, I can't find an authoritative answer.) It looks like work graphs might only work well on nVidia GPUs and won't work well on Intel GPUs anytime soon (but, again, I'm not knowledgeable enough to say this authoritatively). Furthermore, this feature may have a hard dependency on using bindless to begin with. That is, I can't tell if one is allowed to execute a work graph that binds and unbinds individual texture resources. And if one could do such a thing, it would certainly be slower than using bindless. The cost of bindless is paid "up front" when the textures are uploaded.
Some programmers use Texture2DArray/GL_TEXTURE_2D_ARRAY as an alternative to atlases but two limitations are (1) the max array length (e.g. GL_MAX_ARRAY_TEXTURE_LAYERS) might only be 256 (e.g. for OpenGL 3.0), (2) all textures must be the same size.
Finally, for the sake of any web searcher who lands on this thread in the years to come, to pack an atlas well a good packing algorithm is needed. It's harder to pack triangles than rectangles but triangles use atlas memory more efficiently and a good triangle packing will outperform the fancy new bindless rendering. Some open source starting points for packing:
https://github.com/nothings/stb/blob/master/stb_rect_pack.h
https://github.com/ands/trianglepacker
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Www Which WASM Works
The STB headers are mostly built like that: https://github.com/nothings/stb
You could also add an optional 'convenience API' over the lower-level flexible-but-inconvenient core API, as long as core library can be compiled on its own.
In essence it's just a way to decouple the actually important library code from runtime environment details which might be better implemented outside the C/C++ stdlib.
It's already as simple as the stdlib IO functions not being asynchrononous while many operating systems provide more modern alternatives. For a specific type of library (such an image decoder) it's often better to delegate such details to the library user instead of circumventing the stdlib and talking directly to OS APIs.
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File for Divorce from LLVM
My stuff for instance:
https://github.com/floooh/sokol
...inspired by:
https://github.com/nothings/stb
But it's not so much about the build system, but requiring a separate C/C++ compiler toolchain (Rust needs this, Zig currently does not - unless the proposal is implemented).
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What C libraries do you use the most?
STB Libraries: https://github.com/nothings/stb
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[Noob Question] How do C programmers get around not having hash maps?
stb_ds is also very popular.
- Is there an existing multidimensional hash table implementation in C?
What are some alternatives?
apitrace - Tools for tracing OpenGL, Direct3D, and other graphics APIs
Vcpkg - C++ Library Manager for Windows, Linux, and MacOS
magnum-examples - Examples for the Magnum C++11 graphics engine
imgui-node-editor - Node Editor built using Dear ImGui
basis_universal - Basis Universal GPU Texture Codec
ZXing - ZXing ("Zebra Crossing") barcode scanning library for Java, Android
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
freetype-gl - OpenGL text using one vertex buffer, one texture and FreeType
vulkan_renderer - A toy renderer written in C using Vulkan to perform real-time ray tracing research.
ImageMagick - 🧙♂️ ImageMagick 7
Mapbox GL - Interactive, thoroughly customizable maps in native Android, iOS, macOS, Node.js, and Qt applications, powered by vector tiles and OpenGL
Cppcheck - static analysis of C/C++ code