Debugging Large Texture Support
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0:00Recap and set the stage for the day debugging our large texture implementation
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0:00Recap and set the stage for the day debugging our large texture implementation
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0:00Recap and set the stage for the day debugging our large texture implementation
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1:27Refresh our memories on the additional multiple-dispatch slow path for arbitrary sized textures
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1:27Refresh our memories on the additional multiple-dispatch slow path for arbitrary sized textures
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1:27Refresh our memories on the additional multiple-dispatch slow path for arbitrary sized textures
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3:17Continue to investigate the incorrectness in the multiple-dispatch path
3:17Continue to investigate the incorrectness in the multiple-dispatch path
3:17Continue to investigate the incorrectness in the multiple-dispatch path
6:40Try making OpenGLInit() and OpenGLAllocateTexture() use GL_TEXTURE_2D_ARRAY for special textures
6:40Try making OpenGLInit() and OpenGLAllocateTexture() use GL_TEXTURE_2D_ARRAY for special textures
6:40Try making OpenGLInit() and OpenGLAllocateTexture() use GL_TEXTURE_2D_ARRAY for special textures
8:49Run the game and crash in OpenGLAllocateTexture()
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8:49Run the game and crash in OpenGLAllocateTexture()
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8:49Run the game and crash in OpenGLAllocateTexture()
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9:08Fix OpenGLAllocateTexture() to allocate one slice
9:08Fix OpenGLAllocateTexture() to allocate one slice
9:08Fix OpenGLAllocateTexture() to allocate one slice
9:27Run the game and crash in OpenGLEndFrame()
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9:27Run the game and crash in OpenGLEndFrame()
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9:27Run the game and crash in OpenGLEndFrame()
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9:54Make OpenGLEndFrame() use a GL_TEXTURE_2D_ARRAY for special textures
9:54Make OpenGLEndFrame() use a GL_TEXTURE_2D_ARRAY for special textures
9:54Make OpenGLEndFrame() use a GL_TEXTURE_2D_ARRAY for special textures
10:19Run the game without crashing, but also without seeing any cutscene textures
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10:19Run the game without crashing, but also without seeing any cutscene textures
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10:19Run the game without crashing, but also without seeing any cutscene textures
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11:48Change GameUpdateAndRender() to boot directly into the cutscene
11:48Change GameUpdateAndRender() to boot directly into the cutscene
11:48Change GameUpdateAndRender() to boot directly into the cutscene
13:40Capture a frame with Nsight and inspect the events
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13:40Capture a frame with Nsight and inspect the events
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13:40Capture a frame with Nsight and inspect the events
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18:57Praise NVIDIA for Nsight's event filter
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18:57Praise NVIDIA for Nsight's event filter
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18:57Praise NVIDIA for Nsight's event filter
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19:35Continue to check out our glBindTexture events
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19:35Continue to check out our glBindTexture events
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19:35Continue to check out our glBindTexture events
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21:04Break in the special texture path in OpenGLEndFrame() successfully
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21:04Break in the special texture path in OpenGLEndFrame() successfully
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21:04Break in the special texture path in OpenGLEndFrame() successfully
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21:50Correctly set the working directory
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21:50Correctly set the working directory
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21:50Correctly set the working directory
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22:40Check out the glBindTexture event for our GL_TEXTURE_2D_ARRAY
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22:40Check out the glBindTexture event for our GL_TEXTURE_2D_ARRAY
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22:40Check out the glBindTexture event for our GL_TEXTURE_2D_ARRAY
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25:58Consult the documentation on glTexImage3D1
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25:58Consult the documentation on glTexImage3D1
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25:58Consult the documentation on glTexImage3D1
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26:14Make OpenGLAllocateTexture() pass 0 as the level to glTexImage3D()
26:14Make OpenGLAllocateTexture() pass 0 as the level to glTexImage3D()
26:14Make OpenGLAllocateTexture() pass 0 as the level to glTexImage3D()
27:29Run the game and see imagery
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27:29Run the game and see imagery
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27:29Run the game and see imagery
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28:26Make PushQuad() correctly compute the UV coordinates for special textures
28:26Make PushQuad() correctly compute the UV coordinates for special textures
28:26Make PushQuad() correctly compute the UV coordinates for special textures
29:52Run the game and see our cutscene texture more correctly, but without animation or alpha blending
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29:52Run the game and see our cutscene texture more correctly, but without animation or alpha blending
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29:52Run the game and see our cutscene texture more correctly, but without animation or alpha blending
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31:48Begin to investigate the bug in the alpha blending of large textures
31:48Begin to investigate the bug in the alpha blending of large textures
31:48Begin to investigate the bug in the alpha blending of large textures
35:33Step into PushQuad() and inspect the vertices
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35:33Step into PushQuad() and inspect the vertices
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35:33Step into PushQuad() and inspect the vertices
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39:10Try making PushQuad() set the TextureIndex of special textures to 0
39:10Try making PushQuad() set the TextureIndex of special textures to 0
39:10Try making PushQuad() set the TextureIndex of special textures to 0
40:02Run the game to see that that doesn't solve the transparency problem
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40:02Run the game to see that that doesn't solve the transparency problem
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40:02Run the game to see that that doesn't solve the transparency problem
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41:14Make OpenGLEndFrame() unbind the GL_TEXTURE_2D_ARRAY
41:14Make OpenGLEndFrame() unbind the GL_TEXTURE_2D_ARRAY
41:14Make OpenGLEndFrame() unbind the GL_TEXTURE_2D_ARRAY
44:38Run the game, see no difference and consider capturing a frame
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44:38Run the game, see no difference and consider capturing a frame
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44:38Run the game, see no difference and consider capturing a frame
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45:12Try skipping the depth peeling altogether when rendering the cutscene
45:12Try skipping the depth peeling altogether when rendering the cutscene
45:12Try skipping the depth peeling altogether when rendering the cutscene
47:15Run the game to see that the cutscene layers do get composited, but still without alpha blending
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47:15Run the game to see that the cutscene layers do get composited, but still without alpha blending
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47:15Run the game to see that the cutscene layers do get composited, but still without alpha blending
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48:48Try making RenderLayeredScene() draw the cutscene layers in the opposite order
48:48Try making RenderLayeredScene() draw the cutscene layers in the opposite order
48:48Try making RenderLayeredScene() draw the cutscene layers in the opposite order
50:00Run the game to see that this changed the zoom speed, but had no effect on the transparency
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50:00Run the game to see that this changed the zoom speed, but had no effect on the transparency
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50:00Run the game to see that this changed the zoom speed, but had no effect on the transparency
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50:53Revert RenderLayeredScene() to draw the cutscene in the original order
50:53Revert RenderLayeredScene() to draw the cutscene in the original order
50:53Revert RenderLayeredScene() to draw the cutscene in the original order
51:39Capture a frame of the cutscene, scrub through the events and inspect the shaders
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51:39Capture a frame of the cutscene, scrub through the events and inspect the shaders
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51:39Capture a frame of the cutscene, scrub through the events and inspect the shaders
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59:14Toggle on ALLOW_GPU_SRGB
59:14Toggle on ALLOW_GPU_SRGB
59:14Toggle on ALLOW_GPU_SRGB
1:01:30Run the game to see that that still works okay, but the cutscene also remains unaffected
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1:01:30Run the game to see that that still works okay, but the cutscene also remains unaffected
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1:01:30Run the game to see that that still works okay, but the cutscene also remains unaffected
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1:04:23Capture a frame and scrutinise the fragment and vertex shaders
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1:04:23Capture a frame and scrutinise the fragment and vertex shaders
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1:04:23Capture a frame and scrutinise the fragment and vertex shaders
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1:10:48Try making CompileZBiasProgram() hard set the FogAmount and AlphaAmount to known values
1:10:48Try making CompileZBiasProgram() hard set the FogAmount and AlphaAmount to known values
1:10:48Try making CompileZBiasProgram() hard set the FogAmount and AlphaAmount to known values
1:11:14Run it to see no effect
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1:11:14Run it to see no effect
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1:11:14Run it to see no effect
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1:11:25Try making CompileZBiasProgram() hard set the SurfaceReflect.a to 0.5
1:11:25Try making CompileZBiasProgram() hard set the SurfaceReflect.a to 0.5
1:11:25Try making CompileZBiasProgram() hard set the SurfaceReflect.a to 0.5
1:11:42Run it to see no alpha blending
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1:11:42Run it to see no alpha blending
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1:11:42Run it to see no alpha blending
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1:14:12Capture a frame and inspect the draw buffer settings
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1:14:12Capture a frame and inspect the draw buffer settings
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1:14:12Capture a frame and inspect the draw buffer settings
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1:22:40Remove CompileDepthPeelToLighting() and other cruft from the OpenGL code
1:22:40Remove CompileDepthPeelToLighting() and other cruft from the OpenGL code
1:22:40Remove CompileDepthPeelToLighting() and other cruft from the OpenGL code
1:28:01Run the game and Renderer Test to see that we didn't bust anything
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1:28:01Run the game and Renderer Test to see that we didn't bust anything
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1:28:01Run the game and Renderer Test to see that we didn't bust anything
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1:29:50Refrain from binding the OpenGLColor_Emit and OpenGLColor_NPL handle types
1:29:50Refrain from binding the OpenGLColor_Emit and OpenGLColor_NPL handle types
1:29:50Refrain from binding the OpenGLColor_Emit and OpenGLColor_NPL handle types
1:31:50Run the game to see that the background colour is now incorrect
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1:31:50Run the game to see that the background colour is now incorrect
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1:31:50Run the game to see that the background colour is now incorrect
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1:32:57Remove the NPL samplers from CompilePeelComposite()
1:32:57Remove the NPL samplers from CompilePeelComposite()
1:32:57Remove the NPL samplers from CompilePeelComposite()
1:34:50Run the game to see that the background colour is correct again, and capture a frame to see our intended single colour target
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1:34:50Run the game to see that the background colour is correct again, and capture a frame to see our intended single colour target
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1:34:50Run the game to see that the background colour is correct again, and capture a frame to see our intended single colour target
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1:36:22Determine to investigate the positional corruption as exhibited by the draw order of the cutscene layers
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1:36:22Determine to investigate the positional corruption as exhibited by the draw order of the cutscene layers
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1:36:22Determine to investigate the positional corruption as exhibited by the draw order of the cutscene layers
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1:39:45Make OpenGLEndFrame() call glDrawElementsBaseVertex() directly in the special texture path
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1:39:45Make OpenGLEndFrame() call glDrawElementsBaseVertex() directly in the special texture path
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1:39:45Make OpenGLEndFrame() call glDrawElementsBaseVertex() directly in the special texture path
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1:42:25Run it to see that it's looking a little better
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1:42:25Run it to see that it's looking a little better
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1:42:25Run it to see that it's looking a little better
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1:42:41Make RenderLayeredScene() draw the layers in the original order
1:42:41Make RenderLayeredScene() draw the layers in the original order
1:42:41Make RenderLayeredScene() draw the layers in the original order
1:42:52Run it to see that the cutscene plates are now correct, but the alpha blending is still not happening
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1:42:52Run it to see that the cutscene plates are now correct, but the alpha blending is still not happening
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1:42:52Run it to see that the cutscene plates are now correct, but the alpha blending is still not happening
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1:44:09Capture a frame and take a closer look at the pixel operations to see that alpha blending was turned off the whole time
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1:44:09Capture a frame and take a closer look at the pixel operations to see that alpha blending was turned off the whole time
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1:44:09Capture a frame and take a closer look at the pixel operations to see that alpha blending was turned off the whole time
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1:47:37Make OpenGLEndFrame() call glEnable() at the end of a depth peel
1:47:37Make OpenGLEndFrame() call glEnable() at the end of a depth peel
1:47:37Make OpenGLEndFrame() call glEnable() at the end of a depth peel
1:48:27Run the game to see that the cutscene alpha blending works beautifully
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1:48:27Run the game to see that the cutscene alpha blending works beautifully
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1:48:27Run the game to see that the cutscene alpha blending works beautifully
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1:52:41cemuzunlar Greatest Handmade Hero Episode! A real hands on example of an ordinary day of a graphics programmer
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1:52:41cemuzunlar Greatest Handmade Hero Episode! A real hands on example of an ordinary day of a graphics programmer
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1:52:41cemuzunlar Greatest Handmade Hero Episode! A real hands on example of an ordinary day of a graphics programmer
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1:53:32Q&A
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1:53:32Q&A
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1:53:32Q&A
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1:54:18frostyninja Q: Missed what was preventing the parallax movement; could you point that out again real quick? Also is it just me or is the gamma off a little on the cutscenes? It looks a bit washed out to me
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1:54:18frostyninja Q: Missed what was preventing the parallax movement; could you point that out again real quick? Also is it just me or is the gamma off a little on the cutscenes? It looks a bit washed out to me
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1:54:18frostyninja Q: Missed what was preventing the parallax movement; could you point that out again real quick? Also is it just me or is the gamma off a little on the cutscenes? It looks a bit washed out to me
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1:55:14Toggle off ALLOW_GPU_SRGB
1:55:14Toggle off ALLOW_GPU_SRGB
1:55:14Toggle off ALLOW_GPU_SRGB
1:56:03vateferfout Q: In the OpenGLAllocateTexture(), in the non-special texture case, you're calling the GetTextureIndexFrom() to mask off the special texture bit, but at this point you know that this bit isn't set, or am I reading this incorrectly?
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1:56:03vateferfout Q: In the OpenGLAllocateTexture(), in the non-special texture case, you're calling the GetTextureIndexFrom() to mask off the special texture bit, but at this point you know that this bit isn't set, or am I reading this incorrectly?
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1:56:03vateferfout Q: In the OpenGLAllocateTexture(), in the non-special texture case, you're calling the GetTextureIndexFrom() to mask off the special texture bit, but at this point you know that this bit isn't set, or am I reading this incorrectly?
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1:56:26charliekelly_aka_dayman Q: Do you have the story for the game all written / thought out or are you still working on it?
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1:56:26charliekelly_aka_dayman Q: Do you have the story for the game all written / thought out or are you still working on it?
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1:56:26charliekelly_aka_dayman Q: Do you have the story for the game all written / thought out or are you still working on it?
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1:57:03Wrap it up
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1:57:03Wrap it up
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1:57:03Wrap it up
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