Tag Vulkan

PasVulkan will get a frame graph feature

I'm currently working on a frame graph feature at PasVulkan, which can simplify a lot when using the Vulkan API, because a frame graph has all important informations about a frame like its compute passes, its render passes, its attachments, its inputs, its outputs, its resources and its lifetimes and so on, so that the frame graph compiler can ideally allocate the GPU resources quite optimally (including reusing/aliasing of GPU resources) and so that the frame graph compiler can generate a quite optimal parallelizable processing-ordering directed acyclic graph, where multiple processing-sequences for each previously created Vulkan GPU queue can be created from it then for more optimal usage of the GPU also.

Here you can find further informations about the frame graph concept:

New PasVulkan subproject named PasGLTF, a GLTF 2.0 loader and writer for the Object Pascal ecosystem

I've a new PasVulkan subproject named PasGLTF, a GLTF 2.0 loader and writer for the Object Pascal ecosystem, including a viewer tool based on PasGLTF.

You can find the project at https://github.com/BeRo1985/pasgltf 









GLSL Astronomy compute shader

Today I present you my GLSL Astronomy compute shader, which I use in my demo productions and games. ☺

// Copyright (C) 2018, Benjamin "BeRo" Rosseaux (benjamin@rosseaux.de) - License: CC0// Hint: It's not super accurate, but it should be good enough for games and demos with sky rendering.#version 430
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
uniform vec3 tc; // Time constant
layout(std430) buffer ssboAstronomy { vec3 sunPosition; float sunDistance; vec3 moonPosition; float moonDistance; float moonPhase; mat3 celestialTransform; };
const float HalfPI = 1.5707963267948966, // 1.570796326794896619231, PI = 3.141592653589793, // 3.141592653589793238463, PI2 = 6.283185307179586; // 6.283185307179586476925
// The AMD windows GPU drivers do not seem to like constant double precision values here, // so no const prefix in this case.double astronomicalUnitsToKiloMeters = 149597871.0;
const vec2 sinCosOffsets = vec2(0.0, HalfPI);
double(read more)

Successful PasVulkan test on an AMD Radeon RX580 8GB graphics card

Successful PasVulkan test on an AMD Radeon RX580 8GB graphics card, so it seems that PasVulkan now seems to work with NVIDIA, AMD, Mali, Adreno and Intel GPUs, although with Intel GPUs it does only under Linux correctly, under Windows however not (due to a still non-fixed Windows Intel graphics driver issue). And with PowerVR GPUs it still crashes right at the startup.


First working versions of TpvGUIColorWheel and TpvGUIColorPicker in the PasVulkan GUI subframework

First working versions of TpvGUIColorWheel and TpvGUIColorPicker in the PasVulkan GUI subframework, where the whole triangle color wheel is rendered by the GPU itself only with two GPU-triangles with help of fragment-shader-side 2D signed-distance-field-stuff, and  where it can be also controlled purely with the keyboard.



PasVulkan GUI subframework now with Window-tabbing feature

PasVulkan GUI subframework now with Window-tabbing feature with Ctrl+(Shift+)Tab


First working version of TpvGUIVulkanCanvas in the PasVulkan GUI subframework

First working version of TpvGUIVulkanCanvas in the PasVulkan GUI subframework, it works completely without render-to-texture tricks, so it is rendered directly to the final framebuffer, but which is a bit tricky with the two-pass front-to-back-opaque and back-to-front transparent GUI rendering strategy, so it is a three-pass GUI rendering strategy here, with a third back-to-front opaque VulkanCanvas render pass as "first" pass.



The two different GUI rendering strategies at PasVulkan with the Vulkan API

Admittedly, the Vulkan API calls could potentially be further optimized and merged.

The Vulkan header generator and Vulkan header of PasVulkan is from this time point on also Vulkan 1.1 ready now

The Vulkan header generator and Vulkan header of PasVulkan are from this time point on also Vulkan 1.1 ready now, which took me about an hour to tweak and fix the PasVulkan Vulkan header generator for the new vk.xml format changes and vk.xml format additions. So have fun! 🙂

Mali T760 MP8 non-working-fragment-discarding issue workarounded

PasVulkan GUI subframework Mali T760 MP8 non-working-fragment-discarding issue is workarounded with VK_DYNAMIC_STATE_SCISSOR now.